RimWorld

RimWorld

LWM's Adaptive Deep Storage
407 Comments
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
ૐCheesyૐ Aug 3 @ 12:11pm 
Can we please have a option to set the default priority for chests. I want to set it to normal as standart.
Phanlix Aug 2 @ 7:36pm 
@VitaKaninen Weird. I just looked at the Skip_GraphicsDef file and stackBehaviour is definitely still set to Circle. I am not the mod author or in any way associated with the mod. Just trying to help. If you check discussions I posted a bit on changing how the items look. Following those directions gives you this https://imgur.com/sPBLgDj . Right now I love using this mod for visible items, since I can change the settings myself. I've since started using Adaptive Storage - Cargo Holds for bulk storage, which can be game breaking with the current settings, so I also recommend using Adaptive storage - global settings to turn the storage down to 1/3 or so of what the author has it set to to maintain some sense of balance.
VitaKaninen Aug 2 @ 12:59pm 
The graphics for Skips works great when storing resources, and they all stack very nicely, but when I store chunks in them, they all form a single stack.
https://imgur.com/a/wsiiPAa
VsevkaD Aug 2 @ 7:09am 
If Biotech is not installed, an error appears at startup:

1 Could not resolve cross-reference to Verse.ThingDef named HemogenPack (wanter=thingDefs)
1 Could not resolve cross-reference to Verse.ThingDef named BabyFood (wanter=thingDefs)

fix: add MayRequire="Ludeon.RimWorld.Biotech"

MedCab_ThingDef.xml : line:47
<li MayRequire="Ludeon.RimWorld.Biotech">HemogenPack</li>

TrayRack_ThingDef.xml : line:46
<li MayRequire="Ludeon.RimWorld.Biotech">BabyFood</li>
Phanlix Jul 27 @ 3:42am 
@BeatlJoe If you figure out how to do it to vanilla items let me know! :-) I've poked at it but ultimately gave up. I don't use any base storage anyways after I hit a certain resource point. I did find a way to make all base items invisible though, which I commented below. If I can figure out how to change item size in vanilla I'd truly have total mastery over how items are displayed in game...

I'm extremely happy how VBShelf and Basket in particular turned out.

Heck with it I'm posting another guide under discussions to direct people how to change the visuals on stacks.
BeatlJoe Jul 27 @ 1:29am 
Thank you for this modification.
And thank you @Phanlix for reducing the size of items in storage. For me (an expert on Ctrl+C and Ctrl+V) this is brilliant. I also did it for modified production, but how to apply it to vanilla? I don't want to interfere with the game files and my knowledge is already described above. Or is there already a mod that I haven't figured out yet?
Thank you both for improving the game experience.:steamthumbsup:
Sorry for the translator.
KitsuneNoMeiji Jul 26 @ 2:20pm 
@Phanlix I didn't even know that existed. Thanks a ton!
Phanlix Jul 26 @ 11:50am 
@kitsunenomeiji Adaptive Storage - Global Settings will allow you to do that on this mod and all others that use adaptive storage.
KitsuneNoMeiji Jul 26 @ 11:26am 
I'm looking to change the storage capacity on some of these storage options without needing to manually do it in the files. Anyone know a mod that allows you to edit such a thing?
boldface Jul 25 @ 2:02am 
I'm seeing a behavior where chunks will only store one stack per cell, i.e. 2 chunks in one skip. The correct number of cells, stacks per cell, and total storage capacity show in the info page. I'm not convinced that it's an LWM problem--has anyone seen similar behavior?
Phanlix Jul 24 @ 3:54pm 
Ultimately set VBShelf to

VBShelf

<stackBehaviour>Stack</stackBehaviour>
<maxDrawSize>(.7,.7)</maxDrawSize>
<stackOffsetFactor>.4</stackOffsetFactor>


For anyone looking to make stuff disappear the mod Perspective: Storage allows you to toggle off the view of virtually any storage... except those that use the Adaptive Framework. So it doesn't work with this mod! BUT it works with a ton of other mods. I've already posted the solution to making things in this mod invisible, so if you implement t hat and use Perspective: Storage, you could potentially make every item in storage in this mod and a huge variety of others invisible.

Perspective storage has not been updated since 1.4, but works great still.
vin  [author] Jul 24 @ 4:29am 
@Muffintitan
Yeah I agree, in your case I'd strongly recommend you check out any of my other storage mods or those that use ASF. I link my own workshop in the modlist section, but I believe Reel's storage, Phaneron's storage, and sbz neat storage would be a better fit for the same feeling. Closest I can offer is simple storage.
vin  [author] Jul 24 @ 4:26am 
@Ammy
This mod isn' actually LWM, it just allows people to keep certain storage objects they might have liked but with the FPS//TPS gains from the adaptive storage framework. Integration with other mods is welcome, but you'd have to speak to those modders. Given the simplicity of ASF it shouldn't be hard to do a port to support this mod.
Ammy Jul 23 @ 10:02pm 
Are there any plans to enable the Bee storage from compatability with Alpha Bees? The orginal version of this mod for deep storage gives an extra storage option, little glass jars for bees. But I notice this mod doesn't seem to include that shelf if you have both mods enabled. Will this be adjusted in the future?
Phanlix Jul 23 @ 8:39pm 
Last comment out of me I swear. Sorry.

VBShelf

<stackBehaviour>Weapons</stackBehaviour>
<maxDrawSize>(.7,.7)</maxDrawSize>
<stackOffsetFactor>.5</stackOffsetFactor>

Soooooo much cleaner!
Phanlix Jul 23 @ 8:18pm 
@Murffintan

It's an easy fix if you want to take care of it yourself!

Navigate to C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3373064575\Defs

Select the File with the storage you want to clear.

Edit the file ending _GraphicsDef with notepad or what have you.

Change the line <showContainedItems>true</showContainedItems> to false.

Save the file.

Then to prevent future updates from changing it back, set the file to 'Read only' by right clicking on it, selecting 'properties' then the checkbox next to read only.

Not as easy as clicking an option in mod options, sure. But still not exactly difficult. I edited all my storage in a few minutes.
Capnbludd Jul 23 @ 8:09pm 
Thanks for all the fixes!
Muffintitan Jul 23 @ 7:54pm 
Ah. i was going to ask if seeing stuff over my storage was a bug after the new update but i see that its intentional for whatever reason. that sucks. my whole reason for using storage mods is to pack stuff away so i don't have to look at piles of junk all over the place. As much as i have enjoyed the mod up until now i guess i will switch back to the old Deep Storage mod. at least it has an option in the settings to collapse all the stacks.
Phanlix Jul 23 @ 7:04pm 
Alrighty, did a bit more tweaking and I think I've got something I like personally.

First off I set all storages to:
<maxDrawSize>(.7,.7)</maxDrawSize>

That includes the change I made to the basket earlier for uniformity.

Next I set TrayRack and Hayloft back to:
<stackBehaviour>Stack</stackBehaviour>

Both of these have relatively low cell counts for item storage and look good in stack form. The decreased size makes the meals in particular fit almost perfectly on the TrayRack, and the Hayloft is more visible as well.

VBShelf just stacks too many to look good even with a size decrease. But the size decrease does help with the cluttered look.

And if you don't like it... well I'll just reapply it when you update ;-) . Thanks for the documentation, it's incredibly nice to be able to tailor the view on item storage.
Phanlix Jul 23 @ 6:17pm 
If you want to go for it! I think it looks pretty good personally. It shows the barrel well and makes the barrel look bigger and as if the items are inside the barrel. I may try tweaking item sizes on other things later, if I come up with anything that looks half as good as this barrel tweak I'll be sure to let you know. And thanks again for this mod and what you do man.
vin  [author] Jul 23 @ 3:50pm 
@Phanlix
I'll include it in the main mod if you'd like!
Phanlix Jul 23 @ 3:49pm 
@Bradson You rule! After reading documentation further I tweaked the settings of Basket_GraphicsDef

I included under the stackbehaviour argument:

<maxDrawSize>(.8,.8)</maxDrawSize>
<multipleItemsDrawSizeFactor>0.5</multipleItemsDrawSizeFactor>
<stackOffsetFactor>.5</stackOffsetFactor>


This minifies the items in the basket and makes it appear as if the items are INSIDE the barrel. I'm actually quite pleased with how it turned out, as now you can see the storage artwork AND the items. :-)
Phanlix Jul 23 @ 3:30pm 
@Bradson Thank you! After reading through the documentation, I was unable to find a way to get a building to display just one item :-(. However I DID find the documentation about building color, and see how you could make a storage recolor itself based on how many items it contains, giving you the ability to have a cleaner look, and a visual on whether a storage is empty, partially filled or filled! That could be nifty indeed... I'll poke at it more later. I did end up redoing all the textures from another mod, because the mod author chose to use much brighter colors than I would prefer.
bradson Jul 23 @ 8:11am 
@Phalanlix It's linked in the framework's description
A2K Jul 23 @ 8:11am 
Just to add in my own 2 cents.. why would anybody want items to be displayed outside of its storage container? theres pallets available in the same mod that already accomplish exactly this this. if you want your items to just appear in mess piles then put them on pallets. Leave my medicine cabinet and weapons locker alone please! Thanks @vin for your hard work, I couldn't play without this mod - it just makes too much sense.
Phanlix Jul 23 @ 7:25am 
Quick question. I really appreciate that you told us how to set the value for display to true or false. As I was poking in there I saw the line.

<stackBehaviour>Circle</stackBehaviour>

I was curious about different arguments for this, specifically if it could be set to display just one item. I think baskets would look cool if you could just see one of an item so you know if it has something in it, yet wouldn't block the basket entirely. Also it'd cut clutter and make certain areas look nicer.

Also is there like a reference page or something for XML arguments for storage, there are a few other mods I'm thinking of modding, next on the list is the Nutrient Paste Expanded: Reimagined Progression which uses way too bright a red for some of it's red sprites, and I'd like to make their custom 3 stack hopper display nothing.
vin  [author] Jul 23 @ 2:36am 
fixed the safe just now
vin  [author] Jul 23 @ 2:35am 
@Capnbludd
I'll fix it right away i forgot about the safe.
vin  [author] Jul 23 @ 2:34am 
@Snar The Kobold
Thats the obvious solution but I dont know how to do a mod settings page. Its easy enough to flip the value in the xml though
Capnbludd Jul 23 @ 2:33am 
My weapon lockers are working again, but the safe is still broken. Un & re subbed, re enabed hit the order button, saved list.