RimWorld

RimWorld

Adaptive Storage Framework
598 Comments
bradson  [author] Aug 23 @ 1:25am 
Don't those IndexOutOfRange exceptions get thrown without this too? I recall LTO overhaul had that issue when rimworld updated with new meal graphics it didn't have textures for.
I'll note down to look into errors there turning into a crash though, thanks for reporting
TheSimpleDude42 Aug 23 @ 12:30am 
For those who have their game crash when moving the gravship, this mod has an incompatibility with Rustic Meal Retexture ( as of recent patch, I think ), where the game is trying to draw a meal Graphic_MealVariants -> code tries to pick the right subgraphic -> index it calculates doesn’t exist → crash.

Then, Adaptive Storage Framework (OptimizedPrintData → AssignThingGraphic → ThingCollection.Add) tries to render the thing when it’s registered in a storage cell, and the crash bubbles out while spawning gravship cargo (GravshipPlacementUtility.SpawnNonPawnThings).

Removing the retexture fixes the issue.
bradson  [author] Aug 23 @ 12:19am 
There's the Packable Containers mod for that
Curiosity Aug 22 @ 5:25pm 
When I move a fuel tank from the Gravship - the fuel stays in. Is there any possibility that a shelf might be made to act in the same way? Instead of just exploding it's contents all over the map
bradson  [author] Aug 18 @ 3:04pm 
Not on my end, no. Feel free to report with a log in the appropriate discussion thread or on github if you are getting errors pointing at this mod and not anything else in an unreasonably large modlist
monkeman Aug 18 @ 1:10pm 
mod seems to break launching grav ships back back back to certain tiles with lots of storage. just gets stuck on the launch of the grav ship.
bradson  [author] Aug 18 @ 7:10am 
Other mods already add that, as mentioned in the description
Mk1 Aug 18 @ 6:56am 
Can we add option to manually set stacksize for storage units?
bradson  [author] Aug 18 @ 1:45am 
It's the bottom left section currently not displaying names. Everything else about renaming still goes through as normal, showing up in bills for example. The GitHub version has that fixed for now
Jet Aug 17 @ 10:52pm 
Hello, when i rename a storage such as large metal crate it doesnt actually change the name of the building. Anyone else getting that?
Beathoven Aug 16 @ 3:55am 
i had to set PUAH to the end of my modlist for it to work again with this. (Fenry progression)
bradson  [author] Aug 15 @ 4:22am 
It works on my end. I can't help you further than that here.
Jonuss Aug 15 @ 2:36am 
Also having issues with PUAH. You say steam comments aren't the place for troubleshooting but it's clearly not an isolated incident of an issue between ASF and PUAH.
bradson  [author] Aug 14 @ 12:11am 
Pick Up And Haul works on my end exactly the same way it does with vanilla shelves here. This framework for storage visuals doesn't patch hauling and does use the vanilla maxItemsInCell system. Feel free to move any cries for help regarding troubleshooting to discord, steam comments are not the place for that
Sen5iz Aug 13 @ 12:38pm 
Not compatible with PUAH sadly pawns use vanilla hauling system when it comes to moving items to deep storages made with this framework
bradson  [author] Aug 13 @ 1:42am 
The Contents tab has a slider below the search box
Omega13 Aug 13 @ 1:19am 
Is there any way to compel a particular storage item to hold no more than one stack of a single item?
Alpacalypse Aug 12 @ 12:38pm 
I'll try that if I can't mitigate it with load order changes, thanks for the advice. I just wanted to see if it was an already known issue or not.
bradson  [author] Aug 12 @ 11:44am 
I do use Pick Up And Haul myself and don't have those issues. If you need help troubleshooting to find out what mod could be causing hauling issues in your modlist, consider asking in the troubleshooting channel of the rimworld discord. Comment sections aren't suitable for that kinda lengthy discussions about one user's specific issues that aren't even about this mod
Alpacalypse Aug 12 @ 11:35am 
Can't get pawns to properly store weapons. If trying to store in Adaptive Storage buildings they'll only ever pick up one at a time and won't make use of Pick Up And Haul, but they'll use it properly for storage zones. Also, using Haul Urgently on any weapon on the map seems to break all of the indefinitely and causes them all to say there's no available storage space no matter what. None of these seem to throw visible errors in the debug log.
bradson  [author] Aug 11 @ 7:39am 
There's a slider to limit the number of stacks in the contents tab. For anything that can't be controlled through stacks per cell alone, use other mods. This doesn't contain harmony patches on the relevant hauling methods
Pabbles Aug 11 @ 6:09am 
Hello, is there a way to limit how much items a container can store? For example, I wish to resupply my gravship for a mission but I don't want the entire colony's stock of mortar rounds or food to moved to the ship, only a set amount.
bradson  [author] Aug 8 @ 11:45am 
and no, this framework doesn't add any buildings, not even medpods
bradson  [author] Aug 8 @ 11:44am 
no
Mr. Ben Ben Aug 8 @ 6:46am 
I'm getting an error about pawns starting 10 jobs in 1 tick. I can't save any of my pets to the medpods. Is this mod the problem?
varazir Aug 7 @ 9:11am 
Is there a way to make it open group as default ?
Can this mode make pawns sort so it will try to stor the same item in the same storage creat?
bradson  [author] Aug 7 @ 1:48am 
A couple mods like sbz fridge and reel's use this to freeze items in storage. It doesn't include anything that'd affect items outside of storage in that regard, and it's only applying offsets when having them defined in xml for the storage building
Virtuous Aug 6 @ 9:57pm 
Hey man, I dont know what "and temperature controls are included too" in this mods description mean, but does this mod add proximity heat? One mod in my modlist is adding it and i have no idea which one.
Indy Aug 6 @ 3:23pm 
Is there any way to limit how many items are placed on a shelf? For example, if I only wanted 5 meals on a shelf and several stacks, is there a way I could do that?
幽月琉璃Luna Aug 4 @ 9:00pm 
Users of my mod have reported that when using the <lockStorageSettingsToStuff>true</lockStorageSettingsToStuff> feature, changes to the storage filter only take effect before the link is made. This means that containers using this mechanism will automatically revert to their original fixedStorageSettings after being linked.
bradson  [author] Aug 4 @ 10:14am 
@R3tr0_g5m3r Packable Containers
R3tr0_g5m3r Aug 4 @ 8:31am 
are there mods allow pawns move storage buildings with their contents?
bradson  [author] Aug 4 @ 4:50am 
Comments are not for troubleshooting help, especially when it's practically guaranteed to not even be about this mod. Discord servers like "rimworld" and several others do have channels for that
,ln Aug 4 @ 3:22am 
i cant get my colonists to manually haul items on adaptive storage mod storages
bradson  [author] Aug 3 @ 11:50am 
Definitely not caused by this. This contains the functions explained in the description, it does not patch hauling, unloading, or whatever else could be messing up haul AI. The base storage functionality is vanilla
mountainofcheezo Aug 3 @ 9:10am 
seems like a bug when using this with a storage framework, but just brought a caravan home and it had two equal quality armors on one pack animal. when my colonist unloads said animal and tries to bring the two items to a shelf, it uses pick up and haul to grab both, brings them to the shelf, then i get this error and one of them despawns:

Spawned Apparel_ArmorRecon348962 with stackCount 2 but stackLimit is 1. Truncating.
bradson  [author] Aug 3 @ 3:31am 
The vanilla reservation system for hauling has pawns reserve cells of their haul destination, blocking others from hauling to the same cell until done. That's not in any way modified here and can only really be solved by hauling mods implementing a new reservation system, with plenty of conflict potential
SalazarWindriver Aug 3 @ 3:10am 
@TheName'sJames I wonder if it is an issue with the number of accessible cells. I was using the cellar a lot but since i moved to cargo holds i have been getting it less. also stack mods don't like this system
Jemi Aug 3 @ 1:46am 
I've had an instance while using Pick Up And Haul alongside this mod where a colonist would not let me haul an item to a container because "there is no accessible spot to store it," yet the container was set to hold that item, was not full, and pathing was not blocked. Do you think its a problem with this mod or smth else?
darkzero Aug 2 @ 11:27pm 
VFE is incredibly temperamental this patch cycle, at least for the moment.

Even with all the correct files freshly downloaded and their dependencies the expanded framework doesn't want to load with anything VE related.
吱吱宸 Aug 2 @ 7:36am 
Thank you very much for your answer. For players who want to be compatible with Stack Gap, I recommend
https://steamcommunity.com/sharedfiles/filedetails/?id=3273463237
Their functions should be similar
bradson  [author] Aug 2 @ 5:01am 
All of those config errors there are about VE files failing to load. Make sure it's all updated, compatible with 1.6, has all the dependencies, is in a correct load order, with mods depending on frameworks after those frameworks, etc
bradson  [author] Aug 2 @ 4:57am 
That error message at least isn't about adaptive storage code. It's only showing up at the bottom of the trace because of a patch with a storage check being attached to a vanilla method further down, but it's not that patched method throwing the error
吱吱宸 Aug 2 @ 3:21am 
This mod makes all the fish textures from Vanilla Fishing Expanded disappear. Removing Adaptive Storage Framework restores everything, but simply enabling both mods doesn't cause the problem. I know it's not a problem with either mod, as I have a list of 300+, but I wanted to report it anyway. The related error started from line 4194 of the log. When I added fish using the developer mode, an error message popped up on line 5173.
https://gist.github.com/HugsLibRecordKeeper/af6b009cc3c5b192c524cc737e792f67
flecha Aug 2 @ 2:00am 
Is there any mod compatible with that that allows for stack limit ?
exBeNN Jul 31 @ 4:58pm 
Is there a way to make this fully compatible with Stack Gap? Stack limits are not working correctly with the framework
Дэвид Духовный Jul 31 @ 11:56am 
Guys, anyone who's experiencing the black screen issue - try enabling "bottob-up ASLR" in Windows. It was disabled for me. I enabled it, and it worked.
bradson  [author] Jul 31 @ 11:36am 
The official Harmony version doesn’t support Apple CPUs on 1.6. There’s a fork fixing that available on the workshop. Harmony also requires having bottom up ASLR set at its default value of enabled, which aggressive windows security removal scripts often toggle off. Discord servers exist for rimworld and harmony with troubleshooting help for black screens caused by other rimworld or harmony bugs I’m not aware of
Anopsis Jul 31 @ 9:52am 
When I enable the mod, the game displays a black screen. What could be the problem?
bradson  [author] Jul 31 @ 12:18am 
Yep, looks like that is currently only showing on 1.5. Has a wrong version check there