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容量が多いのは嬉しいけど、1200も容量があると置き場所から斜めにモノが積み上がっていくのが……ええ……端的に言えば邪魔なんですよね。
Is there a description for what and how much fits in each container? In-game descriptions are.. lacking somewhat.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3521312241&searchtext=cherry+pick
@pakeru, there is a known bug in Odyssey code related to ship rotation. Many mods are affected by this. I haven't run into this myself, but to be honest, I don't tend to use the 4-block storage structures myself, so I'll start giving them a try and see what happens. The safest way to avoid mod issues with Odyssey rotation is not to rotate the ship until the bug is fixed.
https://imgur.com/TOMFfjQ
https://i.imgur.com/ZakulDu.jpeg
Only some of the storage options stack items like that. Others look (somewhat) fine like these:
https://i.imgur.com/Egk7ssv.jpeg
the industrial shelving, should that be able to hold minified buildings?
would love to see a "box o silver" & "box of gavlite' for silver and gravlite panels. possibly one for each of the stone blocks as well
i also think the silos and vending machines should take power to prevent items from spoiling
I have confirmed this is a vanilla bug. Ludeon is working on it. It appears to affect buildings that can be rotated.
XML error: <Visible>false</Visible> doesn't correspond to any field in type DesignationCategoryDef. Context: <DesignationCategoryDef><defName>ASFstorage</defName><label>storage</label><order>503</order><specialDesignatorClasses><li>Designator_Cancel</li><li>Designator_Deconstruct</li></specialDesignatorClasses><Visible>false</Visible></DesignationCategoryDef>
I have run into this same issue with other storage mods as well.
All these behaviors can be modified using compiled C# code, which is how mods like LWM's Deep Storage and Adaptive Storage Framework accomplish a different experience. This is a perfectly valid approach, but the downside is custom C# code requires additional testing and validation and often requires adjustments between major updates to RimWorld. This mod's goal is to be 100% compatible with all future versions of RimWorld on day 1, so it does not rely on any C# coding and instead works with only Ludeon's official storage functionality.
I'm not seeing the same problem with storage items, so hopefully this is what's up. They are both storage mods and LWM does integrations as well so possible some combo between the 1.6 update of this and the LWM behavior is now an issue.
Looking at the code for the JDS_Chemfuel_Storage def (which is the one shown in the architect tab as 'Chemfuel Storage'), the def from May or 2024 contains the same storage settings as the def from yesterday:
<fixedStorageSettings>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
</fixedStorageSettings>
I'm about to push an update that will not remove LWM_DS_Storage and will instead just hide it from the architect list.
For reference, this behavior is not new, it has existed since this mod was first published. "Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'." is actually LWM complaining that it can't find the LWM_DS_Storage designationCategoryDef record which was removed during tab cleanup...as stated, you've had this happening for a while...however, just hiding the extra unused tabs after unification should resolve the log spam.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'. DefDatabase<Verse.DesignationCategoryDef> contains a total of 32 loaded defs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Well, don't rush to update everything.... 3 days in a row, everyone updates the mods and everyone manages to break them...