RimWorld

RimWorld

Adaptive Storage Framework
314 Comments
Bugginho 10 hours ago 
Thanks for the reply @bradson !
I removed the progression storage and the errors actually disappeared. I'll talk to Ferny about it, and I'll also try to check if it's some kind of incompatibility or load order issue.
bradson  [author] 11 hours ago 
@Bugginho Someone else had this error caused by steam seemingly skipping files in their download. They fixed it by resubscribing to the mod. The category mentioned there definitely is still part of the mod.
If it's not that, it might have to do with progression storage's patches or something else changing architect categories. Maybe load order
bradson  [author] 11 hours ago 
@Borger they're working on it
Bugginho 11 hours ago 
Hi! First of all, awesome mod :ghlol:

After the last two updates, I started running into some errors when using it alongside Medieval Overhaul. A bunch of items are throwing this error in the log:

"Could not resolve cross-reference: No Verse.DesignationCategoryDef named ASFstorage found to give to Verse.ThingDef"

This causes the Storage tab in the Architect menu to disappear completely. The items I had already built are still in the game, but I can’t build or copy them anymore.

Any idea what might be causing this?

Log – https://gist.github.com/HugsLibRecordKeeper/e079cd79cd329367a645a431fa5e185d
Borger 11 hours ago 
Quick thing to add to your incompatibilities, Sense of Depth stopped working with this mod with the update from yesterday. Just a visual bug with the texture adaptive storage crates etc.
Abster 14 hours ago 
Many thanks for clarifying that. I've been using LWM's deep storage all these years & am starting a new playthrough using ASF instead
bradson  [author] 14 hours ago 
@Abster Yes. The rule was added because of one multiplayer compatibility related file otherwise loading with an older version, but very likely isn't relevant to everyone. We can pretty much see here that random sorting wasn't a future proof solution though
Abster 15 hours ago 
So the ASF rule to go before VE framework is intentional? So the Load order would be:

Adaptive Storage Framework
Vanilla Expanded Framework
Vanilla Furniture Expanded & its modules

Is this correct?
bradson  [author] 15 hours ago 
furniture expanded after VE framework, ASF has a load order rule to go before VE framework
Abster 15 hours ago 
Hi Bradson. Could you please clarify what you meant: Should we put adaptive storage framework after vanilla expanded framework AND after vanilla furniture expanded, or are you just saying vanilla expanded framework should be before vanilla furniture expanded (and Adaptive Storage Framework doesn't matter where its on the load order?)
bradson  [author] 15 hours ago 
Yea, Vanilla Expanded Furniture doesn't have a load order rule to go after VE framework, but was seemingly just getting sorted right through other rules. For now you'll have to manually adjust those furniture mods to go after VE framework
tanyfilina 15 hours ago 
I was messing with my mods list, and noticed that after the update this mod wants to be before Vanilla Expanded framework, which may cause the bugs to people
Reidlos 23 hours ago 
Think recent updated did something to Vanilla Expanded Furniture? posted in BUG REPORTS log.
seobongzu May 17 @ 6:36pm 
Finally, the update is here. Guess it's time for me to get the Neat Storage update ready too.
Abster May 17 @ 2:42pm 
I really wish this mod had a customizable feature in mod options! I miss being able to increase stack limit for items in storage like LWM allows, and also to allow storing items that is not allowed by default in the storage containers
LoopKat May 17 @ 2:42pm 
Very glad to see Quality Colors support finally fixed, thanks for the update

In regards to a previous comment about right-click menu lag, would it be possible to implement something similar to Netrve's DeepStorage GUI (Continued)? That particular mod overrides the vanilla right-click menu with a float menu that has zero lag, but I don't know how much it relies on LWM's Deep Storage as a dependency
bradson  [author] May 17 @ 12:46pm 
Minimum is the vanilla default. It would be overriding anything set with simple camera config or camera+ though
DK May 17 @ 12:17pm 
The new update defaulted the zoom level to minimum, took me a bit to find out why my labels weren't showing at regular zoom
Not a bug! It's configurable and thank you for the work
The Babadook May 16 @ 10:34am 
@bradson sorry buddy, i checked and there are drops even in vanilla. thanks again for your work
bradson  [author] May 16 @ 8:02am 
@The Babadook This framework does not make changes to hauling. An fps drop when viewing the right click menu for forced haul orders is entirely vanilla behaviour. It becomes worse with mods like VFE Ancients or While You're Up, which do apply patches.
The Babadook May 16 @ 7:19am 
but still, thanks for what you do!
The Babadook May 16 @ 7:19am 
I checked more precisely now, even on standard shelves when I press the right mouse button, it immediately drops from 60 frames to a stable 48 frames at x1 speed
The Babadook May 16 @ 7:16am 
if i select a pawn and click on a weapon box, performance drops by about minus 50% frames

tried two different mods with your framework
ttyet May 13 @ 3:47am 
Thanks! Finally I know where the problem lies!
bradson  [author] May 12 @ 7:15am 
It's a problem with seeds please generating those at a loading stage that happens well after storage building data gets parsed and processed. ASF entirely uses vanilla functionality for this bit. Seeds please should generate their defs in an earlier step to fix this, ideally the method that handles all generated vanilla defs too
ttyet May 12 @ 6:51am 
Hi bradson! Report an issue(no log): When using Seedsplease Lite Redux and some plant mods (eg VV VV - New Harvest), seeds will be auto-generated. But we cannot find those new seeds on vanilla Stockpile Zone's assign-list, means we cannot store them. This issue is easy to reproduce.
I used to think it is Seed or VV's problem, but today I found those new seeds can be found on assign-lists of storage containers of Adaptive Storage Framework (I sub all Adaptive mods). Can you check out if it is caused by Adaptive? It haunts us seed lovers for a long time, you can see many comments on Seedsplease Lite Redux's comment section.
bradson  [author] May 6 @ 2:29am 
Before mods with buildings that depend on the framework should be the only requirement. Normally that gets marked in load order rules for auto sorting
Evono May 5 @ 5:16pm 
Where should this be loaded ? at the top? at the bottom ? doesnt matter ? pls add this info in the description :) rimsort kinda puts it atm somewhere.
Dath May 5 @ 8:23am 
@bradson
Ahh good to hear, that's the only thing I miss from Deep Storage.
bradson  [author] May 4 @ 7:43pm 
@Dath The current version doesn't have settings for labels. They'll get added with the next update though
Dath May 4 @ 5:12am 
Or alternatively, hide the stack number altogether?
Dath May 4 @ 5:10am 
Is there a way to move the "stack" number (the one showing the total number of items in a storage) to be in the middle of the shelf instead of underneath it?
bradson  [author] Apr 30 @ 2:31am 
The contents tab includes a slider to lower the stack count limit of the selected building. I'm not aware of any entirely bug-free mods with stack size instead of count limiting options for buildings, stack gap usually gets recommended. Storage refill hysteresis is an option if you just want less frequent refill
ignis Apr 29 @ 11:41pm 
Is there a compatible mod to set custom limits for a specific storage? Storage Gap only partially works - max value is applied, but restocking hysteria prevention does not.
RedGlobe Apr 25 @ 1:56am 
Thanks for the clarification. That would be the culprit of the mess, I guess. The more haulers are on the move the more often they will interfere with one another. Anyway that is for the guys over at PUAH to solve. Sadly my hauling gets done mutch slower now. Lest it gets done at all.
bradson  [author] Apr 25 @ 1:00am 
This framework doesn't make any changes to hauling. Pick Up And Haul always reserves a full tile for each picked up item, regardless of destination. That applies to vanilla shelves too
:D Apr 24 @ 12:04pm 
There does seem to be incompatibility with Pick Up and Haul because haulers can't drop multiple items in one trip when depositing to adaptive storage buildings.
RedGlobe Apr 24 @ 11:32am 
Okay, now I am somewhat smarter without knowing how to lift the issue for good. It does have something todo with "Pick Up and Haul". After disabling it no more errors and warnings being thrown regarding hauling. Will have to go without it until it is being sorted out by either side. Though I think the issue is on the PUAH side somewhere.
RedGlobe Apr 24 @ 10:48am 
Something that seems to be apparent to me is, that it mainly happens if a pawn tries to haul to a "full" stockpile (as in all stacks per cell are occupied). Why it is being tried in the first place is beyond me though. Anyone got an idea?
RedGlobe Apr 24 @ 10:33am 
I am getting bombarded with "Could not reserve (cell or thing)" errors/warnings as of late. I am having quite a lot of different stockpiles/storage containers and a whole lot of haulers (primarily Lifter mechs but also regular pawns). I utilize "Pick Up and Haul", "While you are nearby" and other complementary mods to augment hauling behaviour. I had this issue before, but I was able to resolve it to mod option I had activated and which overwrote the entire haul logic chain. Back then it was solved by deactivating that mod option. Now though I have it happen without any active change in settings. Basically "out of the blue".

Anyone having a good guess where to start debugging the issue? Thing is it massively slows down my save and I would prefer not having to give it up.
bradson  [author] Apr 20 @ 12:24am 
The docs folder on github includes a page on temperature. Offsets will be going both directions there. The whole dev build there is in a testable state too, just not without bugs
0。0 Apr 19 @ 8:32pm 
Will you consider increasing temperature support?
bradson  [author] Apr 17 @ 11:54pm 
Safe to add at any point, safe to remove when not having anything depending on the mod built
Revan145 Apr 17 @ 4:59pm 
Is this safe to add mid game?
bradson  [author] Mar 30 @ 1:58pm 
@GVLT Any 32 bit number should work to my knowledge
GVLT Mar 30 @ 12:19pm 
Hi, is there any limit on stacks per cell?
ミ>.<ミ?♪~ Mar 29 @ 9:47pm 
thanks,I will report it.
bradson  [author] Mar 29 @ 9:13am 
Storage categories are a vanilla feature that isn't in any way modified through the framework or mods with buildings. Infusion 2 not supporting them should be reported there. It's almost definitely an issue with the mod generating its infusers incorrectly, at a loading stage that runs after storage settings resolve
ミ>.<ミ?♪~ Mar 29 @ 8:58am 
Any mods using the Adaptive Storage Framework (ASF) will cause issues in Infusion 2.

ASF itself (just the framework, without additional storage mods) works fine with Infusion 2. However, when enabling storage mods like [SBZ] Neat Storage, Adaptive Primitive Storage, or others, the category only displays the empty infuser.
bradson  [author] Mar 26 @ 3:12am 
Multiplayer works fine on my end. A compatibility patch for the UI bits is integrated in the Multiplayer Compatibility mod. Desyncs would have to be caused by another different mod. Would be helpful to know what that other mod is to have any chance of fixing it