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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.
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
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.
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.
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.
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.
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
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.
read below, please just check your modlist before commenting issues
Like Rubies, Diamonds and Sapphies from the Jewely Mod.
Some time ago they just became unable to be stored.
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. =/
This is standard for almost all minor mods, yes. The issue is removing the mod, not adding.
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.
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
This mod is very simple, check your modlist.