RimWorld

RimWorld

Adaptive Storage Framework
640 Comments
bradson  [author] 26 Oct @ 5:42pm 
Technically that's sure possible, but someone would have to implement it first. Having both tabs taking screen space isn't something I would want I think. I can keep a note though
Uskok 26 Oct @ 3:18pm 
@bradson - I noticed in mod options that we can choose whether "contents" or "storage" is opened on select, which is already great, but would it be possible to open both at the same time? Like both panels side by side?

@Haraise no Tenshi - There are several mods that might help with what you want: Stack gap by Andromeda, Variety matters (stockpile) by Mlie, and Stockpile stack limit by Mlie.
bradson  [author] 21 Oct @ 2:33pm 
@若彗 This mod doesn't contain any patches or other kinds of code for the right click menu. I'd recommend profiling with dubs analyzer to find the offending mod in your list
bradson  [author] 21 Oct @ 12:35am 
@Kimo' Toggling the contents tab display to vanilla in the mod settings makes those show up. Outside of those there's the option of selecting anything within the mod added contents tab too. Rimworld's search bar that you open with z, double clicking similar stacks outside or literally just continuing to click on the building's cell until what you want gets selected are also options
Kimo' 20 Oct @ 4:18pm 
I'm sorry if that was already asked, but couldn't find anything on the wiki. Is there a way to show gizmos related to the content of a shelf? Or if not, how exactly can I make it so I can select stuff inside the shelf when clicking on it?
generic hooman moat.gg 20 Oct @ 10:03am 
I don't mean to give you the big stress but we can't see imgur shit in the UK
SSS-class Warlock 19 Oct @ 1:45am 
John, bradson just said that he updated this about 4 months ago
I love MSG 18 Oct @ 10:00am 
update?
bradson  [author] 14 Oct @ 11:02pm 
@AnkleBiter67 About 4 months ago
AnkleBiter67 14 Oct @ 6:24pm 
when would an update to 1.6 be?
bradson  [author] 12 Oct @ 3:26am 
@Haraise no Tenshi No, that's not something this mod does.
Haraise no Tenshi 12 Oct @ 3:09am 
Is there any way to tell a storage item/stockpile to only stock like 200 of every allowed item? and not just fill up all available space with one type?

Wanted to have them stock 10 of each mortar type i commonly use but they just fill them up with explosives as those are what I have most of :/
Felywhyen 11 Oct @ 9:42am 
@bradson
Thx for the reply. I do have more an issue with any text inside the window as I added a scrollable list of items in the storage with the name of the item and a corresponding image. The text was not there at the time I wrote the mod. I need to check if I can hide it somehow.
bradson  [author] 10 Oct @ 12:13pm 
What this does is shorten the text a little in case of duplicates by consolidating those, having repeated entries of the same thing show up once with its count. If your mod is having issues with the text being too long it'd definitely have those with vanilla too, as it's even longer there
bradson  [author] 10 Oct @ 12:08pm 
@Felywhyen Take a look at vanilla shelves, without mods. They have the same text.
Felywhyen 10 Oct @ 9:53am 
@bradon
I am creator of the mod "ExtendedInspectData" .. users asked me to remove the text (stored things) inside my inspect window, with a user pointing out it may come from your mod. Seems like it is like this.
Is the text you add to the inspect window optional and is there a way to hide it while your mod is active?
Just asking. If you cannot hide the text niside the inspect window my mod should be considered "Soft incompatible" because things are not readable anymore.
If your text can be hidden, I would inform the people in my workshop item about it.
Thanks :)
| CaptainIceland | 8 Oct @ 7:45am 
Thanks, yeah I tried to verify the game files and re downloaded the framework mod and it still persists. I sent the log in git hub.
bradson  [author] 7 Oct @ 7:39am 
@| CaptainIceland | There's a hugslib log publisher to get logs uploaded to a website, but if that's really happening with no other mods it'd have to be some issue with a failed download or similar. Verifying files or resubscribing to everything relevant and restarting rimworld twice would be ways to try get that resolved. Make sure you do have Harmony too
| CaptainIceland | 7 Oct @ 6:25am 
Unsure if this is just me but trying to use this mod makes vanilla shelves behave weird. I can select them, but I can't do anything with them, no deconstruct, no storage options, nothing. I only have speed up as the other mod and all DCLs on.
With dev mode on when I click on a shelf it says some error but not sure how do I post it here without being too long.
bradson  [author] 30 Sep @ 3:06am 
@Lionheart Thanks for letting us know. I'd recommend just using some VPN for now, considering there are at least several 100s of mods using imgur in descriptions
Lionheart 30 Sep @ 2:53am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
bradson  [author] 28 Sep @ 2:15am 
@Narcessa Never heard of that mod before. Feel free to try and report back, but I don't see why there'd be any reason for conflicts. The mods that do tend to cause issues include destructive harmony patches entirely replacing vanilla hauling or storage methods, not simply adding content
Narcessa 27 Sep @ 11:48pm 
Was wondering if ASF has compatiblity with the nanochest in the [HYE] Nanotech Overpower mod? If not, are you able to add it?
bradson  [author] 27 Sep @ 1:51am 
@zyzyhasl That looks correct, yea
zyzyhasl 26 Sep @ 8:59pm 
<maxItemsByCell>
<columns>
<c0>
<rows>
<r0>0</r0>
<r1>50</r1>
<r2>0</r2>
</rows>
</c0>
</columns>
</maxItemsByCell>

like this?
zyzyhasl 26 Sep @ 8:49pm 
Thank you for your reply!
But how to use the field?What need I add to the <li Class="AdaptiveStorage.Extension">
bradson  [author] 26 Sep @ 3:06am 
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] 26 Sep @ 2:58am 
@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 26 Sep @ 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 16 Sep @ 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 16 Sep @ 7:02am 
Can we make the width of the "Content" tab customizable? I don't like the protruding part on the right.
bradson  [author] 10 Sep @ 3:50pm 
The github version is currently slightly ahead and does have that fixed
Nathan 10 Sep @ 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?
bradson  [author] 10 Sep @ 8:55am 
Those affect storage buildings using this framework. Everything that does not use this framework, including random items on the floor, isn't meant to be affected
bradson  [author] 10 Sep @ 8:53am 
There's a checkbox on hide labels when zoomed out and a slider to control the zoom level to hide at. Changes to those apply instantly
SamsTheMan 10 Sep @ 5:46am 
I've tried adjusting the different settings in the mod options but I can't figure out how to make the numbers of individual resource display when im zoomed out. they only display when zoomed to the closest zoom setting

any help appreciated
Igarashi 9 Sep @ 3:34am 
Even after naming the storage group, the name does not appear. (The number of linked buildings is displayed.)

In-game display:
Storage Group: [Name] (n buildings)

Display when using a MOD:
Storage Group: (n buildings)
Vectrix 8 Sep @ 8:03pm 
thank you
bradson  [author] 7 Sep @ 9:52am 
Below Core and Multiplayer if active, above Vanilla Expanded and any mod depending on this are the only requirements, as defined in the mod manager supported About file. Placement against DLCs doesn't matter
Vectrix 7 Sep @ 9:21am 
any recommendation for load order? just checking because i use rimpy and it keeps putting it under core/above all the dlcs
bradson  [author] 29 Aug @ 5:45pm 
Definitely wasn't caused by this mod then. I'd recommond profiling with dubs analyzer to find causes of slowdown. Something of that scale has gotta be some error somewhere, or possibly rimworld's recent patch with the known new bad gravship entering jobgiver.
This mod doesn't patch hauling, and the custom storage renderer it has does consistently outperform the vanilla renderer by at least 50% when directly comparing in a profiler
7 inches 29 Aug @ 5:24pm 
after installing the mod, my fps went from 144 fps at 3x to 20 fps at 3x while my colonist hauling stuff, it did not produce any error logs, i had this mod and gravship storage mod.
bradson  [author] 23 Aug @ 1:25am 
Don't those IndexOutOfRange exceptions get thrown without this too? I recall LTO overhaul had that issue when rimworld updated with new meal graphics it didn't have textures for.
I'll note down to look into errors there turning into a crash though, thanks for reporting
TheSimpleDude42 23 Aug @ 12:30am 
For those who have their game crash when moving the gravship, this mod has an incompatibility with Rustic Meal Retexture ( as of recent patch, I think ), where the game is trying to draw a meal Graphic_MealVariants -> code tries to pick the right subgraphic -> index it calculates doesn’t exist → crash.

Then, Adaptive Storage Framework (OptimizedPrintData → AssignThingGraphic → ThingCollection.Add) tries to render the thing when it’s registered in a storage cell, and the crash bubbles out while spawning gravship cargo (GravshipPlacementUtility.SpawnNonPawnThings).

Removing the retexture fixes the issue.
bradson  [author] 23 Aug @ 12:19am 
There's the Packable Containers mod for that
Curiosity 22 Aug @ 5:25pm 
When I move a fuel tank from the Gravship - the fuel stays in. Is there any possibility that a shelf might be made to act in the same way? Instead of just exploding it's contents all over the map
bradson  [author] 18 Aug @ 3:04pm 
Not on my end, no. Feel free to report with a log in the appropriate discussion thread or on github if you are getting errors pointing at this mod and not anything else in an unreasonably large modlist
monkeman 18 Aug @ 1:10pm 
mod seems to break launching grav ships back back back to certain tiles with lots of storage. just gets stuck on the launch of the grav ship.
bradson  [author] 18 Aug @ 7:10am 
Other mods already add that, as mentioned in the description
Mk1 18 Aug @ 6:56am 
Can we add option to manually set stacksize for storage units?