RimWorld

RimWorld

Reel's Expanded Storage
1,085 Comments
Reel  [author] 8 hours ago 
@CrazyOatmeal
My mod was made before Neat Storage

@Bodacious Cowboy
Yes
Bodacious Cowboy 8 hours ago 
Does this mod make storage buildings unable to be styled for anyone else?
CrazyOatmeal 12 hours ago 
So is this basically just Neat Storage but shiny?
ReasoN 3 Sep @ 10:31am 
I absolutely love this mod, it adds so much to the game! One thing I feel could make it even better would be more options for storing raw food and plants, especially in mid- to late-game colonies. The Double Shelf and barrels are great, but they quickly become insufficient as the colony grows. Having larger storage solutions would make food management so much better.
maxxelc 29 Aug @ 5:16pm 
Sorry for the previous comment, I'll explain better. Also, forgive me if i write something wrong bc i'm not a native English speaker...

In a save where I already had the mod, all the shelves, clothing cabinets, and medicine cabinets weren't loading their textures. Can you help me with this? :slimehappy:
bradson 28 Aug @ 6:06pm 
That's just the warnings Graphics Settings+ has been logging throughout 1.6 for rimpy generated textures having been officially turned into errors now. Rimpy's compression settings don't work with the current unity version. Use any other converter instead, like rimsort or todds, or just redownload the mod with its dependencies and leave it as is. It does work when not messing with it
Reel  [author] 28 Aug @ 5:24pm 
High chance it's related to the DDS changes.
Yeshima 28 Aug @ 4:42pm 
It looks like textures in existing saves aren't loading? Shelves and whatnot in the world as well as in the architect bar are just large low res question marks.
Reel  [author] 28 Aug @ 4:25pm 
I'm not noticing any issues. Describe the problem, "messed up the structures" could mean literally anything.
Reel  [author] 28 Aug @ 4:15pm 
Lovely.
maxxelc 28 Aug @ 4:03pm 
Reel the new update for 1.6 messed up with all the stuctures :slimehungry:
Vox Ludorum 28 Aug @ 5:09am 
Hi Reel
SalazarWindriver 23 Aug @ 7:43pm 
How do I unlock the Medicine cabinet? I see it says the MEDICAL cabinet is industrial (but also requires Medicine production) but I don't see Medicine.
I/O 22 Aug @ 6:54am 
I encountered the same problem @LadyTiger, How to fix that
Kynadre 19 Aug @ 12:38pm 
For the longest time, I thought my things were going missing, but then I realized that multi-tile storages will only show what's on one tile when you r-click with a pawn selected. Ack! There's my books! On the other tile I didn't r-click of the 2-tile bookcase!
Reel  [author] 18 Aug @ 3:26pm 
@LadyTiger
Correct.
LadyTiger 18 Aug @ 1:50pm 
OK so I can't change the graphic design for my dressers (VTE Variants Mod). I've chalked it up to it's because of this storage mod? But I'm super unsure how to fix it.
No62NoExit 18 Aug @ 10:20am 
One of the best storage mod. The only shortcome is it doesn't have storage (fridge) for corpses
deltaplays010 18 Aug @ 10:03am 
is there any way to use the old metal crate stack texture?
Reel  [author] 17 Aug @ 7:11pm 
@Jet
ASF problem.
Jet 17 Aug @ 6:46pm 
Hello, when i rename a storage such as large metal crate it doesnt actually change the name of the building. Anyone else getting that?
Reel  [author] 16 Aug @ 11:06pm 
@Lysidas
I would allow survival meals, but I'm unable to due to them being under the food category.
Lysidas 16 Aug @ 9:25pm 
Great mod; I'm enjoying it very much!

It would be great if packaged survival meals were allowed in containers that can't otherwise store food -- the description of these makes me think one *should* be able to toss them in the back of a cargo container (or similar) for years, unlike perishable meals and raw food.

Is this something you'd consider?
Jet 16 Aug @ 8:32pm 
best storage mod on the rim
NuanKi 16 Aug @ 7:16pm 
@GreenTrapped, you can use my mod "Adaptive Storage - Global settings" for that
GreenTrapped 16 Aug @ 6:15am 
Would it be possible to add adjustable options for stack sizes?
ShadowX116 15 Aug @ 6:25pm 
My game is starting to freeze while pawns are reshuffling and consolidating items on Reel's Expanded Storage buildings. My Stack XXL config is set to 20, XL 10, and everything but Body Parts and Other are set to XXL. So rn I have no idea which the problem it. Has anyone else had issues with this? I'm asking on both mod pages.
Reel  [author] 12 Aug @ 9:39am 
@FlyFlash
1. I already explained the issue, it's the ASF texture rendering.
2. It's my mod, could be fixed if I give it a look, unsure.
3. Yes. My mod has patches for both vanilla & VE linkables (as stated on the modpage)
4. Yes.
5. A linkable furniture patch is what I did to make structures like the Dressers and Tool cabinets be used as storage.
Schadenfreude 12 Aug @ 7:33am 
Now that I look at it, the texture may just need to be mirrored.
Schadenfreude 12 Aug @ 7:33am 
Would it be possible to have the Apparel Locker, when drawn from the side, be closer aligned with the wall to it's backside? It stands out so far away from what it's standing infront of.
FlyFlash 12 Aug @ 6:09am 
Thank you for the quick Reply!
Could you explain slightly more what the issue is and what mod is the actual issue? Am I right to assume your mod modifies vanilla existing storages? (Or rather make non-storages actual storages)

From my understanding, this only becomes an issue with Furniture WITH Variations from "VFE - Variations" that your mod has changed from a non storage to a storage? Since I assume "VFE - Variations" to some degree tried to account for ASF's mechanics and therefore dont make variations to storage objects?

Also what do you mean about the linkable furniture patch? What is that?
Once again thank you for taking the time to help me!
Reel  [author] 11 Aug @ 10:20pm 
@FlyFlash
ASF's rendering will override any styles or texture variation mod, this is so that I can display items inside the storage, which is unfortunately a side effect of the Linkable & Furniture patches.

Though, I wonder if I could get rid of it entirely and still be able to keep the styles...
FlyFlash 11 Aug @ 9:28pm 
A necessary detail, I tried only on variations on the object "Dresser" and have not tried any else, since it was a storage object that your mod modifies I assume.
FlyFlash 11 Aug @ 9:27pm 
Hey Reel, absolutely love the mod, encountered an issue today and after long testing finally navigated it down to this mod.

This mod seems to not function with VFE - Variations at all. I tried no other mods than necessary dependencies for both.

It also seems to in a similar Vain not work with "Style change Anytime" nor "Perspective: Buildings" though I can understand why not the latter.

Im not super smart or into modding and I can try to provide more help for you to find the problem with sufficient guiding! I wish you well.
bakezD 11 Aug @ 2:40pm 
@A_Null_Fissure are you using pick up and haul? Because I have this issue (among others) with all adaptive storage containers on and off randomly while using it, ended up just disabling puah (after trying all 10 trillion forks of it) and dealing with vanilla hauling mechanics.
Reel  [author] 11 Aug @ 10:22am 
That doesn't sound right, you might have mods that add additional prop research to your game. Try testing with a minimal modlist.
securednul 11 Aug @ 10:01am 
I'm playing right now and I still have a Props research tab with a total of 14600 research to spend on it. No mod options to disable it either =/
Reel  [author] 10 Aug @ 9:24pm 
Also Props & Decor doesn't have research anymore. It's all hidden behind a singular architect button.
Reel  [author] 10 Aug @ 9:24pm 
For now, yes.
securednul 10 Aug @ 8:39pm 
I love this mod and its additions, is the props and decorations a must have with it? I hate the research tree bloat and would prefer this with a standalone option.
Omega13 9 Aug @ 4:30pm 
Any chance that the animal feeder could be adjusted to accept silage from Vegetable Garden? Is that something I should take up with VGP's author?
A_Null_Fissure 9 Aug @ 3:20pm 
I have an issue where the Industrial Skip from this mod behaves differently than the regular Skip from Adaptive Storage, where the one in this mod the hauler will only ever deliver 1 item at a time. Is that expected behavior?
Reel  [author] 5 Aug @ 5:38am 
@WindyGleam
Different. Mod.
WindyGleam 5 Aug @ 5:31am 
Is it a patch or something? May I have the name of the mod, please?
Reel  [author] 5 Aug @ 4:11am 
@Windygleam
Different mod
WindyGleam 5 Aug @ 3:43am 
quote Foo: "is it possible to visualy see whats in the cabinets? is there an option? would love to have that. don't like invisible stored stuff :("
I'm having the same issue, I can't get it to work like in the screenshot where you could visually see whats in the cabinets
Jet 4 Aug @ 12:18pm 
can you make it so that renaming the apparel lockers changes the name of the storage? It currently does nothing
Kalthras 4 Aug @ 8:26am 
Really enjoying the mod, its got a good balance of cost vs benefits. One minor note for improvement would be to lift the specialised storage buildings' capacity so they're on par with the basic shelves. It feels bad to have really cool specialised buildings that I'm reluctant to use because the basic shelves simply offer more storage.
4 Aug @ 4:37am 
Could you make it so the fridge can store juices from VGP Vegetable Garden?
Foo 2 Aug @ 11:56pm 
is it possible to visualy see whats in the cabinets? is there an option? would love to have that. don't like invisible stored stuff :(