RimWorld

RimWorld

Adaptive Storage Framework
621 Comments
bradson  [author] Sep 30 @ 3:06am 
@Lionheart Thanks for letting us know. I'd recommend just using some VPN for now, considering there are at least several 100s of mods using imgur in descriptions
Lionheart Sep 30 @ 2:53am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
bradson  [author] Sep 28 @ 2:15am 
@Narcessa Never heard of that mod before. Feel free to try and report back, but I don't see why there'd be any reason for conflicts. The mods that do tend to cause issues include destructive harmony patches entirely replacing vanilla hauling or storage methods, not simply adding content
Narcessa Sep 27 @ 11:48pm 
Was wondering if ASF has compatiblity with the nanochest in the [HYE] Nanotech Overpower mod? If not, are you able to add it?
bradson  [author] Sep 27 @ 1:51am 
@zyzyhasl That looks correct, yea
zyzyhasl Sep 26 @ 8:59pm 
<maxItemsByCell>
<columns>
<c0>
<rows>
<r0>0</r0>
<r1>50</r1>
<r2>0</r2>
</rows>
</c0>
</columns>
</maxItemsByCell>

like this?
zyzyhasl Sep 26 @ 8:49pm 
Thank you for your reply!
But how to use the field?What need I add to the <li Class="AdaptiveStorage.Extension">
bradson  [author] Sep 26 @ 3:06am 
Looks like that maxItemsByCell field isn't mentioned in the documentation. It's afaik not currently used by any published storage mod, but did work without issues with vanilla hauling and Pick Up And Haul for me. While You're Up and a few stack limiting mods completely replace vanilla storage cell finding methods in a way that prevent other mod's patches from applying and would be incompatible with that feature
bradson  [author] Sep 26 @ 2:58am 
@zyzyhasl The vanilla <maxItemsInCell> needs every cell to be reachable and this doesn't implement any alternative haul AI. Having only one interaction cell is not an option there.

What you can do though is to use this mod's Extension for ThingDefs with the <maxItemsByCell> field, which takes a grid of columns and rows like itemGraphics does to specify values seperately for each cell. Using that it'd be possible to have all items only hauled to one storage cell, but not necessarily from the same direction like you'd have with interaction cells
zyzyhasl Sep 26 @ 1:07am 
Can I use Interaction Cell? If I had a 3 * 3 or even larger storage,what should I do if I want the Pawns to only put and take out items at the Interaction Cell?
Hemito Sep 16 @ 9:21am 
Does anyone know how to make it so that in my storage tab, items are displayed not each individual stack, but just the total amount?
2560655489 Sep 16 @ 7:02am 
Can we make the width of the "Content" tab customizable? I don't like the protruding part on the right.
bradson  [author] Sep 10 @ 3:50pm 
The github version is currently slightly ahead and does have that fixed
Nathan Sep 10 @ 1:29pm 
Hello again. I apologize for asking, but is there any progress regarding the storage group name not displaying in the bottom left info box?
bradson  [author] Sep 10 @ 8:55am 
Those affect storage buildings using this framework. Everything that does not use this framework, including random items on the floor, isn't meant to be affected
bradson  [author] Sep 10 @ 8:53am 
There's a checkbox on hide labels when zoomed out and a slider to control the zoom level to hide at. Changes to those apply instantly
SamsTheMan Sep 10 @ 5:46am 
I've tried adjusting the different settings in the mod options but I can't figure out how to make the numbers of individual resource display when im zoomed out. they only display when zoomed to the closest zoom setting

any help appreciated
Igarashi Sep 9 @ 3:34am 
Even after naming the storage group, the name does not appear. (The number of linked buildings is displayed.)

In-game display:
Storage Group: [Name] (n buildings)

Display when using a MOD:
Storage Group: (n buildings)
Vectrix Sep 8 @ 8:03pm 
thank you
bradson  [author] Sep 7 @ 9:52am 
Below Core and Multiplayer if active, above Vanilla Expanded and any mod depending on this are the only requirements, as defined in the mod manager supported About file. Placement against DLCs doesn't matter
Vectrix Sep 7 @ 9:21am 
any recommendation for load order? just checking because i use rimpy and it keeps putting it under core/above all the dlcs
bradson  [author] Aug 29 @ 5:45pm 
Definitely wasn't caused by this mod then. I'd recommond profiling with dubs analyzer to find causes of slowdown. Something of that scale has gotta be some error somewhere, or possibly rimworld's recent patch with the known new bad gravship entering jobgiver.
This mod doesn't patch hauling, and the custom storage renderer it has does consistently outperform the vanilla renderer by at least 50% when directly comparing in a profiler
7 inches Aug 29 @ 5:24pm 
after installing the mod, my fps went from 144 fps at 3x to 20 fps at 3x while my colonist hauling stuff, it did not produce any error logs, i had this mod and gravship storage mod.
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