RimWorld

RimWorld

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Adaptive Primitive Storage
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Mod, 1.5, 1.6
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14.507 MB
3 Jan @ 8:12pm
15 Jun @ 4:27pm
6 Change Notes ( view )

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Adaptive Primitive Storage

In 1 collection by vin
Vin's Workshop
10 items
Description

This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 from the LWM's Deep Storage to the Adaptive Storage Framework using the Primitive Storage Retexture and restyle made by Phaneron. This mod fully implements cellars that cool perishable food, updating textures, and fixes to Phaneron's textures. Enjoy the performance increase. This was a requested mod, feel free to ask me to take a look at other mods to port. The next mod in my sights is porting Doors Expanded to the vanilla door system.




Why should I consider using the Adaptive Storage Framework over LWM's Deep Storage?
LWM's Deep Storage has a passive overhead and is generally less optimized than ASF. LWM was a great mod when it was released because it allowed you to store items in objects using its own integrated system prior to support. However, now this is out of date because this feature is supported natively. ASF's thingdefs use the vanilla maxItemsInCell field while LWM's runs alongside vanilla creating passive overhead along side retaining various limitations regarding stack numbers causing a drain on your TPS and FPS. Beyond just using the vanilla system ASF also introduces some seriously cool features like graphics that update as you store items and allows you to hide the rendering of items that are stored away. This mod is a backend rewrite of Primitive Storage to utilize this new framework so we can enjoy Phaneron's awesome art and reap the performance benefits of ASF and implements a performance friendly version of the cellars made by alt4s using code developed in Simple Utilities: Fridge by our beloved wizard Owlchemist

I'd greatly recommend you check out a great performance mod made by the talented creator of ASF bbradson on GitHub!
Performance Fish[github.com]


Is this mod compatible with LWM Deep Storage?
Yes. ASF and this mod are perfectly compatible with LWM's Deep Storage. ASF even allows you to choose systems between the two. However, if you continue to use mods dependent on LWM's Deep Storage then I would recommend you look into LWM's Shallow Storage an updated fork that switches port to the vanilla storage fields improving performance.

Is this mod compatible with the X storage mod?
This mod should be compatible with all other storage mods including LWM's Adaptive Storage. If one isn't let me know as it's probably a simple fix regarding the defnames that I have been lazy to update to make sure they're unique.

The log pile doesn't appear when I build it!
Its a log pile spot! Try storing some logs in it. Thats why its free to build.

Dubs paint tool doesn't work.
Disable "Job based painting" and color it manually. Apparently the pawns are unable to reach some of the objects due to their size or some soft incompatibility with the passability of the objects.

How do I edit the storage capacity of the objects?
Find the ThingDef.xml for the object you want to edit and change the # value in:
<maxItemsIncell>#</maxItemsInCell>

The dynamic objects (like the log piles, meat rack, etc) are a bit more complicated and call that you edit their GraphicsDef.xml too and scale the minimum stack count in each entry to reflect the change you did in the ThingDef.xml. Scale up/down the value in entry with the following line:
<minimumStackCount>#</minimumStackCount>

Can I add this mid-play through? Yes!
Here are some different scenarios:
- I want to replace Primitive Storage and or LWM's Deep Storage with the Adaptive series.
1. Deconstruct all instances of PS and LWMs.
2. Save the game and quit.
3. Add my mod.

- I already am using ASF. + I don't have any LWMs Deep Storage mods.
1. You can add my mod directly to your save.

- I dont plan on removing LWM's Deep Storage and or Primitive Storage.
1. Add my mod. Thats it. My mods are compatible with the originals. In fact, ASF include menu support for LWMs so you can even switch around features as you like.

The cellars don't respond to environmental temperature. Its -10°C and my perishables are rotting!
Unfortunately, this is a known limitation of the C# code I'm using. I don't have the coding expertise capable of dealing with this. My recommendation is to remove the <modextension> section in the XML code for the cellars if you plan on living in colder environments like the ice sheets. This will remove the "cooling" functionality and make apply the environment/room temp to perishables.

If anyone wants to try to add the ability for the cellars to use environmental temps in their cooling calculations or implement a work-around contact me for the source code. I'd be happy to share and implement the change into the mod.

Thanks to the ASF team!

[ko-fi.com]

[ko-fi.com]




This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 and uses no assets from the original mod. I am not affiliated with the ASF team. This mod was made with the permission of Phaneron to use his textures in the port. Please check out his mods including Adaptive Neolithic Storage a mod that goes more than well alongside this one for both tribal, medieval, and viking playthroughs! I claim no rights to the contents of this mod meaning you are free to modify it and re-upload it as you please. Please just credit the original authors!

If you use Progression:Storage and want to keep the cellars and meat racks bring feel free to try this patch to keep them in!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3417113151
Popular Discussions View All (2)
1
26 Aug @ 10:43pm
When I use the large log storage point, I get an error message. Is this normal?
南无三,佛陀闭上了眼睛
0
24 May @ 2:29pm
Expanded Woodworking patch
Draylynn
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