RimWorld

RimWorld

LWM's Deep Storage
lilwhitemouse  [developer] Aug 18, 2019 @ 8:53pm
Old Bug Reports! Please start a new discussion for new bugs!
This is no longer good place to post bug reports. Github is still great, but I recognize that a lot of people don't want to create a new account just for that.
Last edited by lilwhitemouse; May 15, 2021 @ 10:46pm
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Showing 1-15 of 583 comments
Bishop Aug 20, 2019 @ 11:05am 
Hey, I got a couple bugs to report. When animals are 'using' the storage, it reads that the thing def is using it, instead of the name of the animal. For example, I have a donkey, named Flo putting some corn in a barrel, and it reads 'AEXP_Donkey192342' is using it, not Flo.

Also, I noticed the storage is not compatible with mods that add extra slag. I know, this is very uncommon. For example, 'Slag Refined Plus' mod adds sterile, luxury, plasteel slag, but the skip still only allows me to store regular steel slag. Maybe this is a mod loading order? I'll try to change order and see if that works.

Otherwise, I'm loving your mod. Finally some realistic storage options! I think only a psychopath would use a room bigger than a bedroom to store their clothing, laid out neatly on the floor instead of on a shelf! Ha ha!
lilwhitemouse  [developer] Aug 20, 2019 @ 12:15pm 
1. Oops. I'll fix that. I don't play where animals can take things to storage, so I never saw it.

2. New ThingDefs, I bet. They usually won't show up. Give me the mod names of anything like that, and I can make a compatibility patch. I'll take a look at Slag Refined Plus this week.

3. Hehehe. Yeah; I like how tidy it makes things - feels more real.
Bishop Aug 22, 2019 @ 6:53am 
Very minor, but I noticed the food baskets can hold kibble, but not hay. Not sure if that's intentional or not. Also, would it be possible to make them hold the entire 'animal feed' category? I have silage from the garden veggies mod, and I would love to store this stuff in barrels.

Also, I gotta say I love this mod. It feels like it should be in the base game. Finally, storage benefits planning more than allotting a 48x48 grid and throwing everything on the floor. My refrigerator, pantry, warehouse, walk-in closets all look beautiful. Thank you so much!
Lyseria Aug 31, 2019 @ 1:35am 
Root level exception in OnGUI(): System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<LWM.DeepStorage.ITab_DeepStorage_Inventory> (System.Collections.Generic.IEnumerable`1<LWM.DeepStorage.ITab_DeepStorage_Inventory>) <0x00221>
at LWM.DeepStorage.Open_DS_Tab_On_Select.Postfix (RimWorld.Selector) <0x00800>
at (wrapper dynamic-method) RimWorld.Selector.Select_Patch1 (object,object,bool,bool) <0x006cf>
at (wrapper dynamic-method) RimWorld.Selector.SelectUnderMouse_Patch2 (object) <0x0032b>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x00463>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

Steps I did to reproduce:
1. God mode place a deep fridge.
2. Clear All filters to only store natural organs.
3. Spawned a Lung and have someone haul it to deep fridge.
4. Click deep fridge. (this is where the error pops out)

It consistently throws out the same error whenever I click the fridge with the Lung in it. No errors when the fridge is empty though.

Log: https://gist.github.com/HugsLibRecordKeeper/c3da63aa949b32c09ff99ed034f41d41
Last edited by Lyseria; Aug 31, 2019 @ 2:00am
lilwhitemouse  [developer] Aug 31, 2019 @ 10:28am 
@Bishop: hay storage in the works; I draw slowly ><

@imcherrycola: <sigh> I'm going to actually install RimFridge this week and see if I can sort out what's going wrong :/ Apparently "it just works" isn't going to happen. You've also got the advanced bionics mod that makes organs need freezing?
Lyseria Aug 31, 2019 @ 11:49am 
Yup, Medical System Expansion changes natural organs to need freezing. I believe so does RBSE. Good luck with the bug squishing! :)
lilwhitemouse  [developer] Aug 31, 2019 @ 3:52pm 
First reaction to installing RimFridge and looking at it: "WTF? Not even THAT is working??" <sigh>
lilwhitemouse  [developer] Aug 31, 2019 @ 4:28pm 
Second reaction: Oh, no, it does work fine as far as I can tell, and it was just a silly simple UI mistake.
Bishop Sep 7, 2019 @ 4:06pm 
Today's update causing error: https://gist.github.com/e56c4eaaff48fa8d9ae56784ad64f475

Edit: Tidier log, with only hugslib, mod manager, and deep storage active.
Last edited by Bishop; Sep 7, 2019 @ 4:13pm
lilwhitemouse  [developer] Sep 7, 2019 @ 4:28pm 
...I wonder if Windows and Linux behave differently when deciding what files to try to parse. :/ I will clean that up in a few hours - it's a backup file that should never have been uploaded.
lilwhitemouse  [developer] Sep 7, 2019 @ 4:29pm 
(it worked fine be for me, which is why I didn't realize the backup was there)
lilwhitemouse  [developer] Sep 7, 2019 @ 6:02pm 
Updated again. I hope that was all.
Lustique Sep 8, 2019 @ 11:28am 
I have no idea whether this mod is the culprit, but I think I have only ever seen it with this mod activated. I have already posted a comment on the "Common Sense" page, because I think that mod could be responsible, as well, but maybe you can provide some insight?

https://gist.github.com/HugsLibRecordKeeper/76b4808a692bd1422cdeed9f5c0ee809

The errors are of the "X started 10 jobs in one tick." kind. Often (but apparently not always), when a pawn has any food (like fruit, or hay for taming) in his/her inventory (mostly when it's only a small stack), they just stand somewhere and I get the above error. I have no idea what they're trying to do, and I usually have to make them drop the stuff and forbid it, or recruit them, or whatever, to prevent them from picking it up again.
lilwhitemouse  [developer] Sep 8, 2019 @ 1:59pm 
Okay, that's a weird one. Up for some debugging?

1. Does the problem/loop/stalled colonist persist thru a save/reload cycle?
2. You know how to turn on job logging? Via one of the debug menus, click on the pawn... I'd b very curious what the *count* of each job started is. (Also the different jobs, if more than one is going on).
3.. Does the pawn's inventory change at all when they're stuck trying to ...do whatever?

This could very well be a (mix of) mod(s) that affect holding things in inventory - such as CommonSense, PickUpAndHaul, &c, and goodness knows, there have been some weird interactions between them and Deep Storage already.
ENERHEL Sep 11, 2019 @ 11:33am 
This question may not be entirely appropriate, but really there is no way to make a compatibility patch for the Extended storage? I encountered a number of problems in this mod (for example, my animals do not transfer items to these storages), but the meat hook and the weapons cabinet are what I was needed in the Extended storage.
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