RimWorld

RimWorld

Adaptive Storage Framework
610 Comments
Nathan 11 Sep @ 12:23pm 
@bradson

Any idea when the Workshop version will be updated? It's just so much more convenient. Thank you for taking the time to reply and for the continued work on the mod.
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?
bradson  [author] 18 Aug @ 1:45am 
It's the bottom left section currently not displaying names. Everything else about renaming still goes through as normal, showing up in bills for example. The GitHub version has that fixed for now
Jet 17 Aug @ 10:52pm 
Hello, when i rename a storage such as large metal crate it doesnt actually change the name of the building. Anyone else getting that?
Beathoven 16 Aug @ 3:55am 
i had to set PUAH to the end of my modlist for it to work again with this. (Fenry progression)
bradson  [author] 15 Aug @ 4:22am 
It works on my end. I can't help you further than that here.
Jonuss 15 Aug @ 2:36am 
Also having issues with PUAH. You say steam comments aren't the place for troubleshooting but it's clearly not an isolated incident of an issue between ASF and PUAH.
bradson  [author] 14 Aug @ 12:11am 
Pick Up And Haul works on my end exactly the same way it does with vanilla shelves here. This framework for storage visuals doesn't patch hauling and does use the vanilla maxItemsInCell system. Feel free to move any cries for help regarding troubleshooting to discord, steam comments are not the place for that
Sen5iz 13 Aug @ 12:38pm 
Not compatible with PUAH sadly pawns use vanilla hauling system when it comes to moving items to deep storages made with this framework
bradson  [author] 13 Aug @ 1:42am 
The Contents tab has a slider below the search box
Omega13 13 Aug @ 1:19am 
Is there any way to compel a particular storage item to hold no more than one stack of a single item?
Alpacalypse 12 Aug @ 12:38pm 
I'll try that if I can't mitigate it with load order changes, thanks for the advice. I just wanted to see if it was an already known issue or not.
bradson  [author] 12 Aug @ 11:44am 
I do use Pick Up And Haul myself and don't have those issues. If you need help troubleshooting to find out what mod could be causing hauling issues in your modlist, consider asking in the troubleshooting channel of the rimworld discord. Comment sections aren't suitable for that kinda lengthy discussions about one user's specific issues that aren't even about this mod
Alpacalypse 12 Aug @ 11:35am 
Can't get pawns to properly store weapons. If trying to store in Adaptive Storage buildings they'll only ever pick up one at a time and won't make use of Pick Up And Haul, but they'll use it properly for storage zones. Also, using Haul Urgently on any weapon on the map seems to break all of the indefinitely and causes them all to say there's no available storage space no matter what. None of these seem to throw visible errors in the debug log.
bradson  [author] 11 Aug @ 7:39am 
There's a slider to limit the number of stacks in the contents tab. For anything that can't be controlled through stacks per cell alone, use other mods. This doesn't contain harmony patches on the relevant hauling methods
Pabbles 11 Aug @ 6:09am 
Hello, is there a way to limit how much items a container can store? For example, I wish to resupply my gravship for a mission but I don't want the entire colony's stock of mortar rounds or food to moved to the ship, only a set amount.
bradson  [author] 8 Aug @ 11:45am 
and no, this framework doesn't add any buildings, not even medpods
bradson  [author] 8 Aug @ 11:44am 
no
Mr. Ben Ben 8 Aug @ 6:46am 
I'm getting an error about pawns starting 10 jobs in 1 tick. I can't save any of my pets to the medpods. Is this mod the problem?
varazir 7 Aug @ 9:11am 
Is there a way to make it open group as default ?
Can this mode make pawns sort so it will try to stor the same item in the same storage creat?
bradson  [author] 7 Aug @ 1:48am 
A couple mods like sbz fridge and reel's use this to freeze items in storage. It doesn't include anything that'd affect items outside of storage in that regard, and it's only applying offsets when having them defined in xml for the storage building
Virtuous 6 Aug @ 9:57pm 
Hey man, I dont know what "and temperature controls are included too" in this mods description mean, but does this mod add proximity heat? One mod in my modlist is adding it and i have no idea which one.
Indy 6 Aug @ 3:23pm 
Is there any way to limit how many items are placed on a shelf? For example, if I only wanted 5 meals on a shelf and several stacks, is there a way I could do that?
幽月琉璃Luna 4 Aug @ 9:00pm 
Users of my mod have reported that when using the <lockStorageSettingsToStuff>true</lockStorageSettingsToStuff> feature, changes to the storage filter only take effect before the link is made. This means that containers using this mechanism will automatically revert to their original fixedStorageSettings after being linked.
bradson  [author] 4 Aug @ 10:14am 
@R3tr0_g5m3r Packable Containers
R3tr0_g5m3r 4 Aug @ 8:31am 
are there mods allow pawns move storage buildings with their contents?
bradson  [author] 4 Aug @ 4:50am 
Comments are not for troubleshooting help, especially when it's practically guaranteed to not even be about this mod. Discord servers like "rimworld" and several others do have channels for that
,ln 4 Aug @ 3:22am 
i cant get my colonists to manually haul items on adaptive storage mod storages
bradson  [author] 3 Aug @ 11:50am 
Definitely not caused by this. This contains the functions explained in the description, it does not patch hauling, unloading, or whatever else could be messing up haul AI. The base storage functionality is vanilla
mountainofcheezo 3 Aug @ 9:10am 
seems like a bug when using this with a storage framework, but just brought a caravan home and it had two equal quality armors on one pack animal. when my colonist unloads said animal and tries to bring the two items to a shelf, it uses pick up and haul to grab both, brings them to the shelf, then i get this error and one of them despawns:

Spawned Apparel_ArmorRecon348962 with stackCount 2 but stackLimit is 1. Truncating.
bradson  [author] 3 Aug @ 3:31am 
The vanilla reservation system for hauling has pawns reserve cells of their haul destination, blocking others from hauling to the same cell until done. That's not in any way modified here and can only really be solved by hauling mods implementing a new reservation system, with plenty of conflict potential
SalazarWindriver 3 Aug @ 3:10am 
@TheName'sJames I wonder if it is an issue with the number of accessible cells. I was using the cellar a lot but since i moved to cargo holds i have been getting it less. also stack mods don't like this system