RimWorld

RimWorld

Adaptive Primitive Storage
333 Comments
Deylendor 1 Sep @ 5:44am 
@vin

In multiple session and load orders, multiple pawns at once could haul to or haul from your storages just fine. Without the need for backup stockpiles.

What changed it in my current load order was the mod "Common Sense".

Loading common sense with your ( maybe even other ) 1 tile storages locks them up when in "use" by a pawn.
vin  [author] 1 Sep @ 2:22am 
@Deylendor
This is a vanilla problem, its because pawns will reserve a spot they are hauling to and these cellars are only one tile large, meaning they reserve the entire cellar. This means when multiple pawns are hauling and there is no other option for storage, they will not have where else to store the hauled item until the pawn hauling is finished with his current job.

You can address this by having additonal storage that is capable of storing the items, but set as a lower priority so they will preferentially go to the cellar and default to the low priority storage in the event that there are multiple pawns hauling at the same time.

Personally, I set an invisible ground stockpile storage zone and place it outside the cellar in the hallway or area surrounding it and it copy the storage settings of the cellar, but I set it one priority lower than the cellar and I completely avoid the issue.
vin  [author] 1 Sep @ 2:16am 
@Z.E.R.T.
The granary is just a storage container like any other if you read the description it doesn't do anything other than act as storage but stylized.
Z.E.R.T. 31 Aug @ 11:49am 
hi granary is not working i put fruit ect in it and they root after 7 days
Deylendor 29 Aug @ 9:11am 
There is something off with the pit and the cellars in my medieval load order. Sometimes the game just doesn't register them as a "zone"/storage and you get the "not accessible empty spot" thing.

The thing is while it only happens to those 3 containers I know for a fact it is not a problem in my regular load order, so THIS mod alone is not the problem.
bradson 29 Aug @ 2:58am 
The buildings only differ in stats, textures and storage filters @Austi. This mod doesn't include anything that'd change AI
Austi 29 Aug @ 2:41am 
The logs cannot be used from the log pile spot, instead the pawns fetch the wood from elsewhere is this intended?
travislaborde 28 Aug @ 4:12am 
@vin thanks!!
vin  [author] 28 Aug @ 12:07am 
@Meme Goddess
Good to hear it, thanks.
Meme Goddess 27 Aug @ 8:20pm 
@vin ~ I've just added support to Replace Stuff for this mod, so don't worry about needing to do anything to make it compatible <3
vin  [author] 26 Aug @ 4:56pm 
no
Lorebot 26 Aug @ 5:01am 
Any chance you could make the cellars upgradeable instead of having to deconstruct and replace them? I'm using the Replace Stuff mod but it doesn't seem to work with this mod's additions.
vin  [author] 24 Aug @ 4:57pm 
@travislaborde
this is a vanilla behavior actually, because when you store something the pawn hauling to that storage occupies the cell, this means that the storage doesn't exist as an option to store stuff until that pawn is done

a solution is to make a low priority storage zone outside the cellar to act as a buffer to allow pawns an alternative to haul to in the off chance that there is multiple haul jobs to the same cellar at the same time.

tl;dr - vanilla behavior, make a ground storage zone low priority outside of the cellar to act as a buffer
travislaborde 24 Aug @ 4:40pm 
I'm finding that the cellars are great, especially the stone one that holds 175 stacks. but quite often I see a warning about "no storage available" for items laying on the ground needing to be hauled. sooner or later pawns realize they can carry them, but I've had things deteriorate due to this once too many times so I finally came here to ask about it.

is it a known thing? perhaps a conflict with some other mod?
ilyvion 23 Aug @ 2:47am 
It seems like the triple woven basket has the description of the double woven basket; they both say they're a stack of two woven baskets.
vin  [author] 19 Aug @ 4:15pm 
@MerlinCross
I certainly have some balancing to do as I never really did and playtesting for this mod, but its going to have to wait. In the mean time, the values can be adjuted via Rimmsqol, or by editing the XML until i get around to it.
MerlinCross 18 Aug @ 2:56pm 
I still like this for my tribal starts but feels kinda messed up that the Pottery takes just as much time if not longer to build than an ENTIRE Cellar storage.
Z.E.R.T. 16 Aug @ 5:30pm 
ah damn thanks not for 1.6 ....
iLiveInAHologram 16 Aug @ 10:21am 
the boat??!!??
Z.E.R.T. 15 Aug @ 9:55pm 
what mod is the boat on the picture ???
Aargh Tenna 14 Aug @ 7:26am 
I have a problem where contents of baskets is not visible to "do until you have" orders. I.e. I have 200+ medicines stored in a basket, but druglab thinks I have 9. I have a lengthy modlist, are there any known incompativilities?
M.Mazure 12 Aug @ 3:32am 
Ok, thank you for the explanation
vin  [author] 11 Aug @ 2:01pm 
@M.Mazure
Yes the cellar is just moderately cold and cools the food. It is only moderately colder than the environment. Warmer temperatures will indeed penetrate into the cellar and warm the food. Its not electric and its not packed with ice.
M.Mazure 11 Aug @ 1:58pm 
Hi, thank you for this mod.
I've constructed a stone cellar and store some food inside (meat, simple meals...) but is it normal that it deteriorates and eventually rots over time. Am I missing something?
NooM 9 Aug @ 10:00pm 
Good to hear, thank you so much!
vin  [author] 9 Aug @ 10:00pm 
@NooM
Yes, I plan on fixing that next update.
NooM 9 Aug @ 9:59pm 
Hey, great storage options. Could the granary maybe allow for Hay to be stored?
lydocia 9 Aug @ 3:06pm 
That's okay, vin! Take your time, and thank you for what you do!
vin  [author] 9 Aug @ 1:38pm 
@Cal
There are now mod options for ASF via a mod on the workshop. I suggest you try them out to balance it to your needs. I've gotten people complain that they aren't able to store enough. I can't please everyone.
vin  [author] 9 Aug @ 1:38pm 
@lydocia
Thanks for linking them, people have mentioned these but never linked them (and theres quite a few of them). I'm kinda at a peak of work right now so I can't until quite some time later.
Cal 9 Aug @ 12:01pm 
The baskets are so out of balance they can almost replace every storage option for the game alone.
lydocia 8 Aug @ 9:45am 
Hi, love this mod, thank you so much!

Could you please include the various wood types from other mods as allowed item types in the log pile structure?

E.g.:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=836912371
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2882494600
vin  [author] 7 Aug @ 12:50am 
Gooby, this mod doesn't handle hauling. My mod just adds textures and XML to make the textures display. Consider reporting on the ASF page.
Gooby King 7 Aug @ 12:49am 
The error I consistently have is a failure to complete haul jobs. Making pawns drop their item if another pawn is hauling to the cellar. I believe this error is fixed by using stuff like shut up and haul but I don't use that. I will try it out with a bare minimum load order and make a discussion thread or something to not clog the comments here
vin  [author] 7 Aug @ 12:46am 
@Gooby King
Hey Gooby, if it occurs in a save without any other mods loaded let me know. If not, its a mod conflict. Let me know here if it isn't a mod conflict afterwards.
Gooby King 7 Aug @ 12:45am 
The basement/cellar storage buildings are very bugged and often throw errors in the logs. I don't think these are harmless to your save but they make them really bad storage buildings and makes the mod function poorly.
ArmoredStone 2 Aug @ 12:47pm 
Also you might want to revisit what some storage objects can actually hold. Woven baskets, for example, hold rock chunks, minerals, steel, etc. You wouldn't generally expect such heavy things inside a basket.

Of course this is all player choice, but just something to consider :P
ArmoredStone 2 Aug @ 10:25am 
Hey Vin :) trying the mod out for the first time. Love it! But I think you might want to look at the "Wood Cellar". It takes a 3x3 space but barely has any more storage compared to the "Storage Pit". It's much better to just have 9 storage pits instead.
Thranos 26 Jul @ 2:15pm 
Seconding forced hauling (via Allow Tool/Achtung) and also seemingly PUAH hauling having weird (and not always consistent) issues hauling to these storages. No idea why.
bradson 25 Jul @ 7:04pm 
@Ghost of Draupnir It's a fixed 10C cooling offset against the room temperature for the storage pit and wooden cellar, and 15C for the stone cellar. The mod description is outdated
oscar0000521 25 Jul @ 6:45pm 
The problem I encountered is that when I use Allow Tool to force pawns to haul or prioritize hauling, the system shows “No storage space available.” However, if I don’t give any orders, they will eventually haul the items on their own. How can this issue be resolved?
Ghost of Draupnir 25 Jul @ 6:18pm 
Okay nevermind, items stored in the storage pit only sometimes get refrigerated, only sometimes get frozen, and only sometimes stay preserved based on some kind of esoteric sorting algorithm, I guess. Considering that all the meat I stored in the pit spoiled but all the vegetables I stored were completely frozen solid, I'm reckoning this is either a bug or a silly way to implement balance.
Cat_Index | Vice-656 25 Jul @ 4:20pm 
Way OP imo, a stone cellar can hold shit tons of items and makes other forms of storage obsolete.
Hedgehog 25 Jul @ 1:49pm 
although i am able to ''build'' the logpile from redwood (alpha biomes) it only lets me store normal wood. whould be nice to be able toa cutally store it (as well as mushroom stalks and crystaline wood from the same mod)
Ghost of Draupnir 25 Jul @ 1:51am 
Is the storage pit meant to be so cheap and better than coolers in every single way? Because all the food I store in it is frozen solid in the middle of summer during a heat wave. I feel like that might be either unintentional, or unbalanced.
Eclipse 24 Jul @ 6:03am 
I would love a more modern addition for Spaceship Cargo. <3
Swolo 21 Jul @ 6:27am 
@vin
Tbh man i also didnt consider it as possibility lol but whole muffalo horde came and ate my rice . I put the cellar at outside because it was winter . Imo add a small warning to players in mod description to build a shed around cellars .
vin  [author] 21 Jul @ 6:07am 
@Swolo
I didn't even consider that as a possibility. I thought it prevented food from being eaten. I guess consider a mini shed around it. I can't fix that.
Swolo 21 Jul @ 6:04am 
Wild animals can eat your food from exposed cellar at outside i didnt know that . Lost all my food and died at winter . Be careful guys