RimWorld

RimWorld

LWM's Adaptive Deep Storage
431 Comments
ThePurpleBlanket 5 Sep @ 8:51am 
weather update it has occurred to me that the prior points apply to the vast majority of all storages from the other mods from the same creator of this one, Tall Shelves Tuesday will save us all
ThePurpleBlanket 4 Sep @ 9:48pm 
I believe that the storages which are dedicated to certain item types (Skips, Clothing Racks, Food Basket, etc.) could use either a buff to their storage capacity to be noticeably superior to Tall Shelves at storing their respective items, or have further improved versions that can be made (such is the case with Weapon Cabinets to Weapon Lockers when both Complex Furniture and Machining are researched).

It may also be interesting to try new things such as a storages for specifically drinks, recreational drugs, bookshelves, leathers/fabrics, etc.

TL:DR spamming Tall Shelves/Big Tall Shelves is basically just the best thing to do aside from weapons (and ammo if using CE such as in my case) and utility clothing. It would be cool if the options for item type-oriented storages were improved to be superior compared to just spamming the generalist storage option, as well as featuring further upgraded variants such as with Weapon Cabinet -> Weapon Locker.

sorry for all the words
ThePurpleBlanket 4 Sep @ 9:48pm 
Can't say I'm having any issues with the mod functioning like some others, though it would be nice to have improved dedicated storage options.

Currently, the vast majority of storage furniture unlocked via researching Complex Furniture, and what I assume are intended to be the truly "deep" storage options though I could very well be wrong, are simply not worth your time compared to 500 Tall Shelves.

More specifically, the stacks-per-cell comparison between things like the Hayloft, Medicine Cabinet, Hampers, Skip, Meat Hook and Food Basket are all vastly inferior to the Tall Shelf, with the Clothing Rack being hardly better though this is in the context of clothes which will always use one stack.
Xx_MSTRCHF117_xX 1 Sep @ 12:29pm 
Sorry, i was being a dumbass. I had this and allow tool for testing, it was the one mod I hadn't checked.
Schadenfreude 1 Sep @ 2:28am 
Apologies, wasn't trying to report an issue, just checking if someone has the same experience and a solution, otherwise I was going ahead and troubleshoot.
vin  [author] 1 Sep @ 1:09am 
@everyone
read below, please just check your modlist before commenting issues
bradson 1 Sep @ 12:02am 
There's genuinely only xml and textures in this mod. Any issue that involves hauling or code has to be caused by one of the many other mods you're using. The buildings here are implemented like vanilla shelves. Stack XXL definitely works fine, and settings don't exist because those would require code
Schadenfreude 31 Aug @ 8:46pm 
Anyone else got the problem that at some point modded Gemstones became excluded from eligible storing items of the Safe?

Like Rubies, Diamonds and Sapphies from the Jewely Mod.

Some time ago they just became unable to be stored.
Xx_MSTRCHF117_xX 31 Aug @ 4:02pm 
I have the feeling that this mod is responsible for the "No storage space" message because it was part of LWM's OG mod, would it be possible to add back the mod manager toggle to turn that off?
sanityscraps 31 Aug @ 3:49pm 
If I were to guess, I'd say the most likely culprit, if it's a mod interaction causing this, would be Stack XXL, cause it's my only other mod that affects storage.
sanityscraps 31 Aug @ 3:41pm 
Now they're not putting food in food barrels either.

I use dozens of mods. If I disabled all but this one and its dependencies, my game would stop functioning entirely. I guess I could start a new game to test it out, but the trouble is that this bug appears after many hours of play, and that wouldn't tell me which mod it's interacting with. I'd have to experiment with dozens of games to narrow that down. =/
vin  [author] 28 Aug @ 12:09am 
Please see bradson's comment below. I strongly recommend testing on a minimal modlist to try and reproduce the issue before taking off to the comment section.
bradson 26 Aug @ 1:18am 
Neither this nor the framework make changes to hauling AI, fwiw. All this mod here contains is xml data and textures. Unless you manage to reproduce a bug without other mods it's near guaranteed to be caused by those other mods
sanityscraps 25 Aug @ 7:47pm 
It might be the framework, idk. I'll bring it up there too I suppose
sanityscraps 25 Aug @ 7:46pm 
Pfff, now the tall shelves stopped accepting apparel too. I cannot imagine just clothing is making them hit a weight limit or something
VitaKaninen 25 Aug @ 7:44pm 
I wonder if the problem is with this mod, or with Adaptive Storage Framework.
sanityscraps 25 Aug @ 7:40pm 
They can still put clothes on regular shelves so I guess I'm changing all the clothing racks to regular shelves =/
sanityscraps 25 Aug @ 7:38pm 
Nope, restarted the game and it's still doing it. Still can't put things in the clothing racks anymore. Weirdly I can have colonists take things *out* of the clothing racks.
sanityscraps 25 Aug @ 7:35pm 
I'll try resetting the game, one sec
sanityscraps 25 Aug @ 7:35pm 
Update: the clothing racks are actually refusing to accept pants now too. So I assume it just isn't accepting clothes anymore?
VitaKaninen 25 Aug @ 5:48pm 
@sanityscraps, I have issues like this all the time, and it is weird since a save and reload in the same game session does not fix it for me. I have to quit the game, and then when I reload, it is fixed.
sanityscraps 25 Aug @ 5:46pm 
Oh also when I check the mod settings, there's nothing there to change individual container settings (e.g. configuring hampers to hold fabric) at all.
sanityscraps 25 Aug @ 5:45pm 
I'm also having an issue with the clothing rack. I have all of them set to hold bowler hats, those shelves are currently the ONLY spot actually set to hold bowler hats, and my colonists all refuse to put a bunch of bowler hats onto the available clothing rack. Which is weird because there are other bowler hats on clothing racks, they all have the same linked settings, Nope, all the remaining bowler hats stay on the floor. When I try to micromanage it, it says there's allegedly no place set to store them, which I can tell for a fact is not the case.
Iirly 25 Aug @ 9:00am 
This is probably obvious and I'm missing it but I'm using some of these storage items and many of them hold their items inside, but the clothing rack just has everything piled on top. There is a post about changing how stacked item visuals appear, does this make them look neater and stacked on the shelves? I had an older version of this mod in 1.5 and the clothing rack had the items inside and not all piled ontop.
Wicca 22 Aug @ 1:09pm 
I wanted to ask if you could make the deep storage continued mod and gloomy deco storage work with this one? I wish to switch over completely and it's been causing performance issues. Other than that the mod works perfectly. Thank you for the hard work!
vin  [author] 22 Aug @ 2:52am 
Np, I forgot the name of if not I would've linked it.
culona 22 Aug @ 2:50am 
adaptive storage global settings, found it, thank you
vin  [author] 22 Aug @ 2:25am 
There is a settings mod available for all adaptive storage mods. Check it out.
culona 22 Aug @ 2:24am 
Some storage options feel too OP. Is there a way to at least manuallly decrease number of individual things / stacks per cell so that they're closer to vanilla shelves? Wherever its possible because i imagine that if a meat rack has two hooks then there would be problem to set it to store 6 corpses
vin  [author] 21 Aug @ 10:13pm 
@culona
This is standard for almost all minor mods, yes. The issue is removing the mod, not adding.
culona 21 Aug @ 9:57am 
Can i add this mod to existing save? I recommend to update FAQ with that information, thank you!
Jet 17 Aug @ 10:40pm 
good luck at uni!
vin  [author] 17 Aug @ 9:24pm 
@Jet
It shouldn't be hard to make, but it would lack levers and buttons etc. I'm not sure people would be happy about that. I just started teaching again at the uni (first day is.. today, I should sleep) so I'm taking a step back from updating my mods or pushing new mods until the break and when I get interested in rimworld modding again so I wouldn't expect it for a long time. Sbz has made his version of the textures public use (still ask) it would be as simple as assigning the textures to a fork of the vanilla double door and adjusting the hit points and materials to match the original mod. I just don't have the time nor motivation.
Jet 17 Aug @ 6:03pm 
is the friendly port of doors expanded still otw?
Diane is stealing seats. 13 Aug @ 1:51am 
Set the shelf to medicine, yet can't haul medicine as it says "no empty accessible storage" 🤔
Seriously? 12 Aug @ 9:24pm 
How do you hide the giant piles of chunks that go up into the sky when using the industrial dumpster?
VitaKaninen 12 Aug @ 8:59am 
Yes, Trade beacons work with the shelves in this mod.
MydearBeginner 12 Aug @ 8:31am 
Hi guys, anyone know whether the item stored, trade beacon able to use recognised it and we are able to sell item from the shelves? Is it does not matter about the item positioning?
bradson 10 Aug @ 1:55pm 
@Zombee Bacon Haul priorities aren't handled by storage frameworks. Stuff like that can be affected by stack limiters, hysteresis or hauling mods, for example. If you added a storage building to a group of linked buildings, manually toggle the priority to something else and back once, afaik vanilla rimworld has a bug not updating the new building's priority otherwise
Zombee Bacon 10 Aug @ 9:42am 
I'm also (reasonably) sure that storage preferences aren't being accounted for. I've got a tall shelf with "low" preference, and a weapons cabinet with "preferred"... but items aren't being taken out of the tall shelf to be added to the weapons cabinet
Zombee Bacon 10 Aug @ 9:10am 
Hey dude, I like the changes (and appreciate migrating LWM's over to the more performance-friendly framework).
Something I miss from LWM's is the ability to modify what each storage type can hold. I loved this feature. Any chance to bring it back? Or at least let the skip hold everything , so I can use it as a dumping ground for stuff to smelt down? xD
vin  [author] 9 Aug @ 1:21pm 
@KRITENKO97
This mod is very simple, check your modlist.
KRITENKO97 9 Aug @ 12:29pm 
more error and black screen
ૐCheesyૐ 3 Aug @ 12:11pm 
Can we please have a option to set the default priority for chests. I want to set it to normal as standart.
Phanlix 2 Aug @ 7:36pm 
@VitaKaninen Weird. I just looked at the Skip_GraphicsDef file and stackBehaviour is definitely still set to Circle. I am not the mod author or in any way associated with the mod. Just trying to help. If you check discussions I posted a bit on changing how the items look. Following those directions gives you this https://imgur.com/sPBLgDj . Right now I love using this mod for visible items, since I can change the settings myself. I've since started using Adaptive Storage - Cargo Holds for bulk storage, which can be game breaking with the current settings, so I also recommend using Adaptive storage - global settings to turn the storage down to 1/3 or so of what the author has it set to to maintain some sense of balance.
VitaKaninen 2 Aug @ 12:59pm 
The graphics for Skips works great when storing resources, and they all stack very nicely, but when I store chunks in them, they all form a single stack.
https://imgur.com/a/wsiiPAa
VsevkaD 2 Aug @ 7:09am 
If Biotech is not installed, an error appears at startup:

1 Could not resolve cross-reference to Verse.ThingDef named HemogenPack (wanter=thingDefs)
1 Could not resolve cross-reference to Verse.ThingDef named BabyFood (wanter=thingDefs)

fix: add MayRequire="Ludeon.RimWorld.Biotech"

MedCab_ThingDef.xml : line:47
<li MayRequire="Ludeon.RimWorld.Biotech">HemogenPack</li>

TrayRack_ThingDef.xml : line:46
<li MayRequire="Ludeon.RimWorld.Biotech">BabyFood</li>
Phanlix 27 Jul @ 3:42am 
@BeatlJoe If you figure out how to do it to vanilla items let me know! :-) I've poked at it but ultimately gave up. I don't use any base storage anyways after I hit a certain resource point. I did find a way to make all base items invisible though, which I commented below. If I can figure out how to change item size in vanilla I'd truly have total mastery over how items are displayed in game...

I'm extremely happy how VBShelf and Basket in particular turned out.

Heck with it I'm posting another guide under discussions to direct people how to change the visuals on stacks.
BeatlJoe 27 Jul @ 1:29am 
Thank you for this modification.
And thank you @Phanlix for reducing the size of items in storage. For me (an expert on Ctrl+C and Ctrl+V) this is brilliant. I also did it for modified production, but how to apply it to vanilla? I don't want to interfere with the game files and my knowledge is already described above. Or is there already a mod that I haven't figured out yet?
Thank you both for improving the game experience.:steamthumbsup:
Sorry for the translator.