RimWorld

RimWorld

LWM's Adaptive Deep Storage
437 Comments
vin  [author] Sep 20 @ 10:27am 
@Shipidge
Sure thing then, just add me on discord so we can talk there.
vn1600 is my tag (not typod, its vn6100)

If you prefer steam add me and I'll accept it.
Shipidge Sep 20 @ 10:25am 
@vin

The issue is that it's quite a lot of descriptions that could use either a rework or an actual description. If you're open to it, you can send me a friend request and I will send you a Word file or simply type em out to you there when I get the time.

I love writing and I feel like I can contribute here since I love this mod <3
vin  [author] Sep 20 @ 10:08am 
@ThePurpleBlanket
It would be nice to encourage diversification of storage options based on efficiency of storage per object but I think its really just up to who is playing. I can't please everyone. If you started modding you'd quickly realize that everyone is picky in their own way. Thats why I like that recently someone made a mod settings for my mod to tweak it per object - lets you build your own game, this is why modding is so awesome. Unfortunately I've quit because my research is picking up and so is life.

Im open to outsourcing my mods to others to be frank at this point because of recent events with my warehouse storage mod I've lost my passion for rimworld and modding.
vin  [author] Sep 20 @ 10:08am 
@ThePurpleBlanket
The original mod had balancing on it in regards to storage time etc. That isn't offered in ASF so some of the storage options fall apart. Theoretically you could just get the highest storage per cell storage object and forego anything else.

If I had the time, energy, and hadn't already quit modding I'd sit down and balance all storage items in my mods to be really good at storing specific things dependent on vanilla stack sizes and rebalance the material costs and research.

I think that everyone just approaches storage in a very different from eachother. Personally, I diversify my storage for aesthetics, visual diversity, and at a glance organization to fit a theme in my bases. Meanwhile, when I see posts of my mod being used people just one single storage object and spam is 15x in a single room for max capacity storage.
vin  [author] Sep 20 @ 9:59am 
@Shipidge
I didn't actually make any of the descriptions, straight copies of the original LWMs, but I'm open to it. If you want you can add the descriptions in the discussions area and I'll update them.
Shipidge Sep 20 @ 9:07am 
Hey @vin

If you could message me, I am open to help you correct the descriptions in your mod. They aren't consist but I can absolutely help you with this.
ThePurpleBlanket Sep 5 @ 8:51am 
weather update it has occurred to me that the prior points apply to the vast majority of all storages from the other mods from the same creator of this one, Tall Shelves Tuesday will save us all
ThePurpleBlanket Sep 4 @ 9:48pm 
I believe that the storages which are dedicated to certain item types (Skips, Clothing Racks, Food Basket, etc.) could use either a buff to their storage capacity to be noticeably superior to Tall Shelves at storing their respective items, or have further improved versions that can be made (such is the case with Weapon Cabinets to Weapon Lockers when both Complex Furniture and Machining are researched).

It may also be interesting to try new things such as a storages for specifically drinks, recreational drugs, bookshelves, leathers/fabrics, etc.

TL:DR spamming Tall Shelves/Big Tall Shelves is basically just the best thing to do aside from weapons (and ammo if using CE such as in my case) and utility clothing. It would be cool if the options for item type-oriented storages were improved to be superior compared to just spamming the generalist storage option, as well as featuring further upgraded variants such as with Weapon Cabinet -> Weapon Locker.

sorry for all the words
ThePurpleBlanket Sep 4 @ 9:48pm 
Can't say I'm having any issues with the mod functioning like some others, though it would be nice to have improved dedicated storage options.

Currently, the vast majority of storage furniture unlocked via researching Complex Furniture, and what I assume are intended to be the truly "deep" storage options though I could very well be wrong, are simply not worth your time compared to 500 Tall Shelves.

More specifically, the stacks-per-cell comparison between things like the Hayloft, Medicine Cabinet, Hampers, Skip, Meat Hook and Food Basket are all vastly inferior to the Tall Shelf, with the Clothing Rack being hardly better though this is in the context of clothes which will always use one stack.
Xx_MSTRCHF117_xX Sep 1 @ 12:29pm 
Sorry, i was being a dumbass. I had this and allow tool for testing, it was the one mod I hadn't checked.
Schadenfreude Sep 1 @ 2:28am 
Apologies, wasn't trying to report an issue, just checking if someone has the same experience and a solution, otherwise I was going ahead and troubleshoot.
vin  [author] Sep 1 @ 1:09am 
@everyone
read below, please just check your modlist before commenting issues
bradson Sep 1 @ 12:02am 
There's genuinely only xml and textures in this mod. Any issue that involves hauling or code has to be caused by one of the many other mods you're using. The buildings here are implemented like vanilla shelves. Stack XXL definitely works fine, and settings don't exist because those would require code
Schadenfreude Aug 31 @ 8:46pm 
Anyone else got the problem that at some point modded Gemstones became excluded from eligible storing items of the Safe?

Like Rubies, Diamonds and Sapphies from the Jewely Mod.

Some time ago they just became unable to be stored.
Xx_MSTRCHF117_xX Aug 31 @ 4:02pm 
I have the feeling that this mod is responsible for the "No storage space" message because it was part of LWM's OG mod, would it be possible to add back the mod manager toggle to turn that off?
sanityscraps Aug 31 @ 3:49pm 
If I were to guess, I'd say the most likely culprit, if it's a mod interaction causing this, would be Stack XXL, cause it's my only other mod that affects storage.
sanityscraps Aug 31 @ 3:41pm 
Now they're not putting food in food barrels either.

I use dozens of mods. If I disabled all but this one and its dependencies, my game would stop functioning entirely. I guess I could start a new game to test it out, but the trouble is that this bug appears after many hours of play, and that wouldn't tell me which mod it's interacting with. I'd have to experiment with dozens of games to narrow that down. =/
vin  [author] Aug 28 @ 12:09am 
Please see bradson's comment below. I strongly recommend testing on a minimal modlist to try and reproduce the issue before taking off to the comment section.
bradson Aug 26 @ 1:18am 
Neither this nor the framework make changes to hauling AI, fwiw. All this mod here contains is xml data and textures. Unless you manage to reproduce a bug without other mods it's near guaranteed to be caused by those other mods
sanityscraps Aug 25 @ 7:47pm 
It might be the framework, idk. I'll bring it up there too I suppose
sanityscraps Aug 25 @ 7:46pm 
Pfff, now the tall shelves stopped accepting apparel too. I cannot imagine just clothing is making them hit a weight limit or something
VitaKaninen Aug 25 @ 7:44pm 
I wonder if the problem is with this mod, or with Adaptive Storage Framework.
sanityscraps Aug 25 @ 7:40pm 
They can still put clothes on regular shelves so I guess I'm changing all the clothing racks to regular shelves =/
sanityscraps Aug 25 @ 7:38pm 
Nope, restarted the game and it's still doing it. Still can't put things in the clothing racks anymore. Weirdly I can have colonists take things *out* of the clothing racks.
sanityscraps Aug 25 @ 7:35pm 
I'll try resetting the game, one sec
sanityscraps Aug 25 @ 7:35pm 
Update: the clothing racks are actually refusing to accept pants now too. So I assume it just isn't accepting clothes anymore?
VitaKaninen Aug 25 @ 5:48pm 
@sanityscraps, I have issues like this all the time, and it is weird since a save and reload in the same game session does not fix it for me. I have to quit the game, and then when I reload, it is fixed.
sanityscraps Aug 25 @ 5:46pm 
Oh also when I check the mod settings, there's nothing there to change individual container settings (e.g. configuring hampers to hold fabric) at all.
sanityscraps Aug 25 @ 5:45pm 
I'm also having an issue with the clothing rack. I have all of them set to hold bowler hats, those shelves are currently the ONLY spot actually set to hold bowler hats, and my colonists all refuse to put a bunch of bowler hats onto the available clothing rack. Which is weird because there are other bowler hats on clothing racks, they all have the same linked settings, Nope, all the remaining bowler hats stay on the floor. When I try to micromanage it, it says there's allegedly no place set to store them, which I can tell for a fact is not the case.
Iirly Aug 25 @ 9:00am 
This is probably obvious and I'm missing it but I'm using some of these storage items and many of them hold their items inside, but the clothing rack just has everything piled on top. There is a post about changing how stacked item visuals appear, does this make them look neater and stacked on the shelves? I had an older version of this mod in 1.5 and the clothing rack had the items inside and not all piled ontop.
Wicca Aug 22 @ 1:09pm 
I wanted to ask if you could make the deep storage continued mod and gloomy deco storage work with this one? I wish to switch over completely and it's been causing performance issues. Other than that the mod works perfectly. Thank you for the hard work!
vin  [author] Aug 22 @ 2:52am 
Np, I forgot the name of if not I would've linked it.
culona Aug 22 @ 2:50am 
adaptive storage global settings, found it, thank you
vin  [author] Aug 22 @ 2:25am 
There is a settings mod available for all adaptive storage mods. Check it out.
culona Aug 22 @ 2:24am 
Some storage options feel too OP. Is there a way to at least manuallly decrease number of individual things / stacks per cell so that they're closer to vanilla shelves? Wherever its possible because i imagine that if a meat rack has two hooks then there would be problem to set it to store 6 corpses
vin  [author] Aug 21 @ 10:13pm 
@culona
This is standard for almost all minor mods, yes. The issue is removing the mod, not adding.
culona Aug 21 @ 9:57am 
Can i add this mod to existing save? I recommend to update FAQ with that information, thank you!
Jet Aug 17 @ 10:40pm 
good luck at uni!
vin  [author] Aug 17 @ 9:24pm 
@Jet
It shouldn't be hard to make, but it would lack levers and buttons etc. I'm not sure people would be happy about that. I just started teaching again at the uni (first day is.. today, I should sleep) so I'm taking a step back from updating my mods or pushing new mods until the break and when I get interested in rimworld modding again so I wouldn't expect it for a long time. Sbz has made his version of the textures public use (still ask) it would be as simple as assigning the textures to a fork of the vanilla double door and adjusting the hit points and materials to match the original mod. I just don't have the time nor motivation.
Jet Aug 17 @ 6:03pm 
is the friendly port of doors expanded still otw?
Diane is stealing seats. Aug 13 @ 1:51am 
Set the shelf to medicine, yet can't haul medicine as it says "no empty accessible storage" 🤔
Seriously? Aug 12 @ 9:24pm 
How do you hide the giant piles of chunks that go up into the sky when using the industrial dumpster?
VitaKaninen Aug 12 @ 8:59am 
Yes, Trade beacons work with the shelves in this mod.
MydearBeginner Aug 12 @ 8:31am 
Hi guys, anyone know whether the item stored, trade beacon able to use recognised it and we are able to sell item from the shelves? Is it does not matter about the item positioning?
bradson Aug 10 @ 1:55pm 
@Zombee Bacon Haul priorities aren't handled by storage frameworks. Stuff like that can be affected by stack limiters, hysteresis or hauling mods, for example. If you added a storage building to a group of linked buildings, manually toggle the priority to something else and back once, afaik vanilla rimworld has a bug not updating the new building's priority otherwise
Zombee Bacon Aug 10 @ 9:42am 
I'm also (reasonably) sure that storage preferences aren't being accounted for. I've got a tall shelf with "low" preference, and a weapons cabinet with "preferred"... but items aren't being taken out of the tall shelf to be added to the weapons cabinet
Zombee Bacon Aug 10 @ 9:10am 
Hey dude, I like the changes (and appreciate migrating LWM's over to the more performance-friendly framework).
Something I miss from LWM's is the ability to modify what each storage type can hold. I loved this feature. Any chance to bring it back? Or at least let the skip hold everything , so I can use it as a dumping ground for stuff to smelt down? xD
vin  [author] Aug 9 @ 1:21pm 
@KRITENKO97
This mod is very simple, check your modlist.
KRITENKO97 Aug 9 @ 12:29pm 
more error and black screen