RimWorld

RimWorld

Simple Storage Reborn
135 Comments
TrueAG_S 14 Sep @ 2:27pm 
Такого дерьма я давно не видел, в мод вообще душа не вложена. Отстой.
Alt1134 6 Sep @ 8:25pm 
個人的な意見ですが、モノを積み過ぎるとストレージからはみ出してしまうのが美しくない。
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。
Gαm∈K1n9 31 Aug @ 7:34pm 
有汉化吗大佬,有老汉化但是不全
Sir EatAssaLot 23 Aug @ 6:50am 
@Rhaeven Try the "I Aint Building That" mod.
Gideon  [author] 13 Aug @ 7:15am 
@Nylop, I have not tested with this mod, however, Simple Storage Reborn uses RimWorld storage code, so if it works on the shelf and bookshelf that are included as part of RimWorld, it's likely to work with this mod as well.
hi please tell me if it is compatible with this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3079237715
Gideon  [author] 11 Aug @ 8:17am 
If you hit the Info icon on a structure it will show the property that specifies how many items are stored per cell.
Zool 11 Aug @ 7:04am 
Hi!

Is there a description for what and how much fits in each container? In-game descriptions are.. lacking somewhat.
Rhaeven 6 Aug @ 10:57am 
Thank you, I'll give it a try!
Gideon  [author] 6 Aug @ 8:53am 
@Rhaeven, the only thing I know of that might be able to help with this is the below mod. Please keep in mind, tho, that using mods like this can have unpredictable results on stability, so if you use this mod, you likely won't get support from mod authors while it's active.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3521312241&searchtext=cherry+pick
Rhaeven 5 Aug @ 6:48pm 
Is there a way to hide certain containers that I don't like very much so as to not bloat the architect menu?
Gideon  [author] 28 Jul @ 6:25pm 
No problem. It happens.
WhiteInferno 28 Jul @ 11:50am 
@Gideon, sorry about that it appears it was user error. I had "Adaptive Old Simple Storage" mod active without realising. It is a port of "[JDS] Simple Storage" and it was breaking all the textures of your mod. Once again sorry.
Gideon  [author] 28 Jul @ 10:46am 
@WhiteInferno, I'm seeing strange graphical issues when I zoom out and approach the edge of the map that look similar to what you're reporting. This might be a RimWorld bug.
Gideon  [author] 28 Jul @ 10:01am 
From what I understand, they patched the rotation code in the most recent patch, and that seems to have fixed structures getting deleted by rotation, but they may still need to patch more logic to address this.
Gideon  [author] 28 Jul @ 9:59am 
@WhiteInferno, can you give any more context? Did the graphics ever work? If so, what did you do right before the problem? It looks like you built this on the ground, so I assume the Odyssey gravship rotation bug isn't a contributing factor here.

@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.
WhiteInferno 28 Jul @ 9:06am 
I seem to be getting texture errors from your mod, I'm not sure what is causing it and I'm not getting any error logs. If you have any idea's on what can be done to fix this, I'd be grateful.

https://imgur.com/TOMFfjQ
pakeru 27 Jul @ 8:04pm 
@Gideon: There is a bug with 2x2 storage crates (probably other sized storage too) that get places at wrong position after GravShip landed in rotated placement. My guess is that the location of the storage is anchored at a corner? so when gravship rotated it got anchored wrong. The items inside them also placed wrong, worse yet, it destroy wall now overlapped with it. (potentially causing ship to be depressurized if destroyed outside wall)
Kelven 27 Jul @ 6:28pm 
Is this how some of these storage options are supposed to look?
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
Gideon  [author] 23 Jul @ 3:42pm 
@Fralee, nice catch. Thank you for sharing this. Mechanoid slag chunks should indeed be eligible for the slag bin.
Fralee 23 Jul @ 2:08pm 
just noticed the slag bins are missing the option for the mechinoid slag chunks, that container should be able to hold both since they are both types of slag
the industrial shelving, should that be able to hold minified buildings?
Gideon  [author] 23 Jul @ 11:59am 
Box o' Gravlite Panels has been added.
Fralee 21 Jul @ 4:36pm 
love this mod!
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
Telekom 20 Jul @ 3:33am 
Thanks for this, great mod. A bit of feedback for when you get the time to work on it, at the moment the perspective of the structures doesn't work, they overlap the wrong way and overlap walls, etc. Otherwise, works great.
potato404 18 Jul @ 11:36am 
This mod seems to create a new 'Storage' category in the building menu, is there a way to fix this?
坦克人占占占 13 Jul @ 7:51pm 
Thank your answer. I think your mod is excellent. In fact, this problem only happened once, and it didn’t occur again when I used a different type of storage.
Gideon  [author] 13 Jul @ 7:01pm 
@zig158/@坦克人占占占

I have confirmed this is a vanilla bug. Ludeon is working on it. It appears to affect buildings that can be rotated.
Gideon  [author] 13 Jul @ 1:53pm 
This is because the release of 1.6 replaced the Visible property of DesignationCategoryDef with a getter method. It's not going to cause any problems, just means you'll still have all the duplicate storage tabs in the architect menu. I haven't figured out a way to hide architect tabs yet in 1.6.
fr0 13 Jul @ 1:49pm 
Getting an error that doesn't happen if I disable this mod.

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>
zig158 13 Jul @ 11:52am 
"However, after using the Odyssey DLC, the ship lands on a new map, the mod's storage disappears and all the items are dropped on floor."
I have run into this same issue with other storage mods as well.
Gideon  [author] 13 Jul @ 7:25am 
Hi 坦克人占占占. Are you running with any other mods installed? I have a modlist of ~230 mods and this problem is not happening for me, but you may have a mod that changes storage mechanics causing some issues.
坦克人占占占 13 Jul @ 4:32am 
Thank you for your work. However, after using the Odyssey DLC, the ship lands on a new map, the mod's storage disappears and all the items are dropped on floor.
Gideon  [author] 29 Jun @ 6:53am 
This is not a conflict with Deep Storage--this behavior exists with this mod as a side-effect of the limits of RimWorld core storage code.

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.
Gideon  [author] 29 Jun @ 6:53am 
This is not a bug. This happens because this mod does not use any C# coding, it relies strictly on vanilla storage code. As a result of this, there are 3 ways to store items: 1) bookshelves, which actually "contain" items in a contents list but only work for books, 2) pallets where the items render on top of the storage container because the container renders at the Building altitude layer, and 3) containers where the items render underneath the container, such as crates, because the container renders at the LayingPawn altitude layer.
Danifox 28 Jun @ 6:39pm 
I'm having a problem with your mod and the Deep Storage mod. Items appear under boxes, giving them a bad appearance, which doesn't happen with the other mod, Old Simple Storage. Is this a known bug, or how can I fix this?
eaglegundam 25 Jun @ 8:28am 
ok nice
Gideon  [author] 25 Jun @ 7:04am 
This mod does not use ASF but you should be fine to load both of them together.
eaglegundam 24 Jun @ 12:38pm 
compatible with adaptive storage Framework??
Gideon  [author] 15 Jun @ 8:02am 
Great news!
DEADSHOOT 15 Jun @ 1:05am 
@Gideon Yeah, dude. Thank you. You fixed everything.
Gideon  [author] 14 Jun @ 4:49pm 
@Deadshoot, just dropped hotfix 1.64489.9275.223122. See if this makes any difference for you. Should resolve the LWM_DS_Storage conflict and perhaps that will also sort things.

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.
Gideon  [author] 14 Jun @ 4:22pm 
@Deadshoot, I can confirm the upcoming patch does correct the logged error from LWM's. I'm currently testing to see if I can reproduce what you're describing.
Gideon  [author] 14 Jun @ 3:56pm 
@Deadshoot, I don't think whatever caused this for you was a recent change to this mod.

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>
DEADSHOOT 14 Jun @ 11:01am 
@Gideon Yes, but that doesn't explain to me the reason why some repositories have "broken down" or their unique sorting has disappeared. That is, I can store clothes in the fuel storage. And all storage facilities can be built from any materials. But some are only made of wood (even if you choose a steel material)
Gideon  [author] 14 Jun @ 10:48am 
This mod has a patch (it's not harmony, it's vanilla) that scans for things with LWM_DS_Storage and unifies those items into a single storage category. It also checks for other storage mods and moves their structures into a unified storage category.

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.
DEADSHOOT 14 Jun @ 10:42am 
Mods that have changed in any way over the past 2 days and that are related to repositories. This is SSR (yours) and Adaptive Storage Framework. But ASF was updated much later than this issue. Harmony could cause problems earlier. I checked and missed it. Fish family patchers are exactly the same with and without them.
DEADSHOOT 14 Jun @ 10:39am 
@Gideon Yes, everything is for 1.5. I kind of found a temporary solution by changing the patch so as not to destroy my colony, which has 2 days of real-time life. But it didn't help. There are complaints about LWM_DS_Storage anyway.
Gideon  [author] 14 Jun @ 9:20am 
@DEADSHOOT, LWM_DS_Storage is not part of this mod. That's part of LWM's Deep Storage. Also, are you using this in 1.5 (which the code has not changed for) or 1.6 Beta branch?
DEADSHOOT 14 Jun @ 5:35am 
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)

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...
DEADSHOOT 14 Jun @ 3:28am 
After the upgrade, some containers have become "made of wood" and the material cannot be changed. Although there is a choice, for example, a chemical tank.fuel