RimWorld

RimWorld

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Adaptive Storage Framework
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Mod, 1.4, 1.5, 1.6
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Posted
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6.474 MB
Sep 10, 2023 @ 11:56am
Jun 14 @ 5:22am
10 Change Notes ( view )

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Adaptive Storage Framework

Description


Adaptive Storage Framework contains various features to allow modders to better shape the way they want to make and change their own storage mods. It has added functionalities to change graphics depending on contents, tweak how items get displayed, how many graphics get displayed, how they get colored, how to display text and so on. A couple other features like more fine grained storage capacity control and temperature controls are included too.

Visible to users, the framework itself always adds a contents tab, a group tab for buildings in a storage group and enhances selection behaviour for storage buildings. A collection containing mods using this framework is available here. Let us know if you believe another mod to belong there.

The screenshot shows the UI bits with buildings from Adaptive Storage Neolithic and Phaneron's Basic Storage.

You can also include this banner in your mod page to signify that your mod requires ASF to work.





Q: Where can I read about these functionalities? How can I use them for my mod?
A: Documentation can be found here: https://github.com/bbradson/Adaptive-Storage-Framework/blob/main/Docs/modules/ROOT/pages/index.adoc

Q: Is this compatible with LWM Deep Storage?
A: Yes! LWM is compatible and will not interfere with any of our features, in fact, the two compliment each other. Additionally, there are mod settings in ASF for you to choose between some systems.

Q: Is this compatible with [insert storage mod here]?
A: ASF only adds extra functionalities to be used, it doesn’t alter already existing features by itself, therefore it should be compatible with most mods out there.

Q: How do I tweak storage stats?
A: Unlike deep storage, this doesn't have a custom made settings menu only for buildings made with the mod. It is instead compatible with RIMMSqol however. Every storage building can have the majority of its stats freely adjusted there.
Quick edits for modding purposes can additionally be made with the edit graphics button that shows up on buildings when having god mode active. These god mode changes don't get saved though.

Q: How performance friendly is this mod?
A: Very. We made sure to make the framework as performance friendly as possible so it shouldn’t affect your gameplay. The result of the framework's custom rendering and various caches should even be improved performance over using plain vanilla shelves without any additional mods.
More details on optimizations this includes over vanilla shelves are described here: https://github.com/bbradson/Adaptive-Storage-Framework/blob/main/Docs/modules/ROOT/pages/Performance.adoc

Q: Do you accept suggestions?
A: Yes! If you have a well thought out idea, please comment it down below and let us know what you think the mod is missing.



Hard incompatibilities:
- Stockpile Stack Limit (Continued) has been reported to break the vanilla multiple items per cell functionality, which this relies on

Soft Incompatibilities:
- Designators from mods like Recycle This may appear inside containers with wrong offsets and no direct UI support



Got a bug? Report it at our Github Issues page or in the PINNED bug report thread, under discussions. Make sure to write down as much information as you can about the bug AND include a hugslib log.
Without a log, your bug report will likely be ignored!

https://github.com/bbradson/Adaptive-Storage-Framework/issues




If you would like to support the team, please click on our images!

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ASF and all of its modules are fully open source!
That means you are free to use the source material however you please. The only thing we ask of you is to credit the original authors.
GITHUB: https://github.com/bbradson/Adaptive-Storage-Framework
Popular Discussions View All (2)
123
36 minutes ago
PINNED: BUG REPORTS
Soul
617 Comments
bradson  [author] 41 minutes ago 
@zyzyhasl That looks correct, yea
zyzyhasl 5 hours ago 
<maxItemsByCell>
<columns>
<c0>
<rows>
<r0>0</r0>
<r1>50</r1>
<r2>0</r2>
</rows>
</c0>
</columns>
</maxItemsByCell>

like this?
zyzyhasl 5 hours ago 
Thank you for your reply!
But how to use the field?What need I add to the <li Class="AdaptiveStorage.Extension">
bradson  [author] 23 hours ago 
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] 23 hours ago 
@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?