RimWorld

RimWorld

Adaptive Storage Rotation Fix
32 Comments
ji  [author] 4 Aug @ 5:37pm 
嗯,好怪,我这里没有问题…没关系,我会更新修复
威风堂堂 4 Aug @ 12:11pm 
@姬酱 作者你好,我发现您修补补丁里面的Warehouse Storage.xml在对Warehouse Storage进行修改时错误的引用了ThingDef[defName="ReelStorageSpacerContainerStack"]

而我在查看Warehouse Storage时发现没有该文件,是否是打算修改该mod的CBS物品时进行了错误引用
TritiumQQQ 2 Aug @ 6:24am 
There is a Patch Error when used with Warehouse Storage.

[Adaptive Storage Rotation Fix ] Patch operation Verse.PatchOperationFindMod(Warehouse Storage) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3530961795\Patches\Warehouse Storage.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
......
System.Threading.ThreadHelper:ThreadStart ()

The minimum test list I used:
Harmony
*Core and DLCs*
Adaptive Storage Framework
Adaptive Ideology Storage
Adaptive Simple Storage
Adaptive Primitive Storage
Warehouse Storage
Adaptive Storage Rotation Fix
ji  [author] 29 Jul @ 8:47am 
Yes, the walls being overwritten is caused by the rotation bug. When you rotate the ship, it can accidentally overwrite nearby walls. Maybe that's the issue you're encountering, this patch can fix this problem.
Tauterstar 29 Jul @ 8:30am 
question does this help with containers overwriting walls/other objects? I tend to find that happening more often to me then the containers just deleting themselves, going to still download because this looks like a great utility
大番薯之怒 28 Jul @ 10:20pm 
厚礼蟹bro你太棒啦
ji  [author] 28 Jul @ 9:40pm 
I can't reproduce this error
ji  [author] 27 Jul @ 8:45am 
I'll check it tomorrow
ChiyahaRe 27 Jul @ 3:36am 
Error happend!
Patch operation Verse.PatchOperationFindMod(Warehouse Storage)failed file
how2fix this?
Lyn the Cookie 26 Jul @ 1:57pm 
Finally my crates will no longer become one with the ship hull
Reel 24 Jul @ 1:54pm 
I've applied the fix on my end
Archilyte 24 Jul @ 1:51pm 
lmao
bradson 24 Jul @ 1:02pm 
Yea Ludeon's fix seems to have only fixed rotation for buildings when not rotating the ship itself. It still applies the same when simply editing vanilla shelves to 2x2 and rotatable false without mods, but this time with the cause not being as obvious as before and no ETA for a fix
ji  [author] 24 Jul @ 9:14am 
What!?
Very Lost Fuelrat 24 Jul @ 9:04am 
seems still needed? removed it from save, landed ship rotated, and containers broke again. Reloaded save with mod put back, containers survived just fine.
Nyunai 22 Jul @ 8:57am 
Thank you ! I was just talking about this issue with my sister. You are legendary,
ji  [author] 22 Jul @ 8:08am 
You're welcome!
Filipino Goku 22 Jul @ 7:09am 
Thanks for saving us the trouble before the patch comes out! Even if this mod will only be necessary for a little while, I appreciate it.
ji  [author] 22 Jul @ 1:00am 
I'll mark in the title that this patch is no longer needed once the issue is officially fixed in the game. This is just a small patch that adds rotation functionality to certain items. To be honest, I don't think there are any safety concerns. Moreover, avoiding mod removal during a playthrough should be common sense. Thank you for your tremendous contributions to the RimWorld community. I created this patch after encountering this issue during gameplay, which persisted for one to two weeks. At the time, I wasn't aware the game would fix this problem, and I believed the simplest solution was to add rotation functionality to these buildings.
bradson 21 Jul @ 6:47pm 
It's nice to have this workaround available, even with this not being safe to remove without breaking positions again later. Thanks for sharing it.
You might wanna add a note about that though, and about it being already fixed on rimworld's unstable branch, which'll turn into the next update for the main branch once ludeon's decided it's been tested enough
bradson 21 Jul @ 6:42pm 
@Literally Free Comments like that, and daily repeats of the same ludeon bug report on mod pages, are draining, to put it mildly, and the quickest way to have the next mod abandoned and picked up as (Continued) [Forked] FORZADO with AI generated bugs
Literally Free 21 Jul @ 6:36pm 
@Reel

Who honestly gives a shit? Does this mod existing hurt you in any way?
BrenTenkage 21 Jul @ 10:13am 
oh well thanks for it being cleared up
Reel 21 Jul @ 7:10am 
Please refer to Bradson's comment.
ji  [author] 21 Jul @ 7:04am 
If you feel offended, I can remove the patch for Reel's Expanded Storage.
ji  [author] 21 Jul @ 6:57am 
@Reel Making this patch only took me half an hour, so I don't really care if it's redundant or not—I just wanted to solve this problem as soon as possible.
SERAGONDON 21 Jul @ 6:32am 
о7 early
Reel 21 Jul @ 6:31am 
Redundant mod, it will be fixed very soon on Ludeon’s end.
ThroatGOAT 21 Jul @ 5:46am 
Thank god.
bradson 21 Jul @ 2:47am 
Literally gets reposted on near every storage mod daily for over a week now
bradson 21 Jul @ 2:47am 
That displacement is caused by a vanilla bug in gravship moving code causing defaultPlacementRot to be ignored. It's been already fixed in rimworld's unstable branch by ludeon. It affects vanilla shelves too when editing them to be 2x2 and unrotatable. Simple storage reborn and rimfactory are affected despite not using ASF. Non-storage building can get hit by it too when having South set as default rotation
BrenTenkage 21 Jul @ 2:46am 
well I legit noticed that and was about to ask what the problem wasbut now I know