Description:This mod adds automated container prototypes to the game, which behave as multislotted stockpiles and require no micromanagement to operate.
(https://dl.dropboxusercontent.com/u/24499508/CFS%20Logo2.png)
Features and Behaviour:
- Container is fully automatic. Build it, set storage properties and your pawns will know what to do.
- It is compatible with trade beacons. You can sell items from inside.
- It is compatible with any other mod that checks global items lists.
- If you need a specific item from container storage, you can get it via container's items UI tab.
Known Issues:
- From my knowledge, it's impossible to remove or cover individual stored item's labels.
- Stored items textures are piled beneath the storage texture. It might be possible to remove them, but it's not in my priority for now.
- Currently, it doesn't show stored items in colony's stock list. (Can't change vanilla UI)
- Items freezed in the Fridge still show their state as not refrigerated, although they are kept preserved.
- Simaltenious destruction of multiple fully stacked containers may cause game to stagger for a while on low grade PCs. Lots of calculations for item's scattering required.
Information for Modders and Enthusiasts:
- This mod is a prototype and provide basic behaviour for the containers as a new class of furniture. If you want to contribute to expand this concept, i'll be glad to cooperate.
- This mod expands the vanilla hauling system. If your mod do the same it could be not compatibile.
- Containers use CompContainer component which can be added to any building of Building_Storage class. It has xml configured itemsCap property. (Values between 2 and 15 are adviced)
- Any kind of feedback is welcome.
Changelog:
Hotfix 1.1.1:
- Fixed a bug: pawns unable to haul corpses.
Version 1.1:
- Fixed a bug: stored items being created anew and loose their properties.
- Fixed a bug: reshuffling items between different stockpiles and containers when storage priorities are changed now working properly.
- Container functionality is now granted by CompContainer, which can be added to any building of Building_Storage class. It has xml configured itemsCap property. (Values between 2 and 15 are adviced)
- Made container's items UI tab automatically resizeble, depending on ItemsCap property.
- Added new container type - Fridge. Restricted to store food and keeps it from spoiling. Requires power to operate.
- Freezing functionality is granted by CompRefrigerated which can be added to any building of Building_Storage class, with CompPowerTrader attached to it too.
- Some xml changes and optimization.
Downloads:
- Dropbox (https://dl.orangedox.com/Q64BO61rLefDKTYMJm/ContainersForStuff.rar)
Credits:
- Thanks to mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507) for textures from Clutter mod (https://ludeon.com/forums/index.php?topic=2541.0).
- Thanks to Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) for the source base for CompRefrigerated.
- Thanks to Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) for adding the Korean language support.
- Thanks to modding community for tips and advice.
[attachment deleted due to age]
Nice! But do colonists know that there are more than 1 resource on 1 cell? I mean, do they will take for example wood from it and then steel or do i need to change which item is in "out slot"?
They know, cause i don't use container's inventory as an object where things are. I just allow pawns to pile things up where container is placed. "Stored" things are still free to use for all the global item checks, trading beacons etc.
It almost make me to play Rimworld again! ;D
But no, i'm playing STALKER (shadow of chernobyl) now + i'm waiting for better sappers AI or at least animals herding (read = next alpha ;d). Strategy games like Rimworld are boring after some time if you know what you're doing. For example if i would be a noob i would have so much drama in the colony (colonists dying, sappers breaking walls, starvation etc), but because i know how to deal with sappers and normal raids, i know how to deal with ice... i forget how to write this ;d anyway after long playing i know most (if not all) of the tips and i'm pretty good in Rimworld so it's boring for me now... I've made like 3-4 modpacks with a lot of mods with patches created by me and i don't think it's worth it (too much time consuming for some playing)...
It's good to be back each new alpha anyway. ;)
If this works as advertised, it's f-ing amazing and kudos to you good person. I've been waiting for a proper container code for a long time in this game.
It would be nice if you coded it such that there was an xml line in the ThingDefs file that let us choose how many storage slots a furniture item had. That's my only critique. It seems it's hard-set at 10 always now, right?
Nice mod!!!
Pretty friggin amazing wivex!
Quote from: DNK on August 12, 2015, 06:54:45 PM
It would be nice if you coded it such that there was an xml line in the ThingDefs file that let us choose how many storage slots a furniture item had. That's my only critique. It seems it's hard-set at 10 always now, right?
I had it planned since i've wanted to make a universal class for containers, so other mods can be based on it. Will implement in later versions
this has awsome potential
This is amazing! I wish I knew how to code in C#... I'm so jealous :(.
I know this is asking a lot but is there any chance that you could make different versions of this... For example:
Pallets that accept construction goods...
Crates that accept foodstuffs...
Ideally it'd be cool if you could get the items to show up on the containers but to increase the number underneath so instead of seeing (75) you see (300) for example.
Quote from: The13thRonin on August 13, 2015, 04:27:20 AM
I know this is asking a lot but is there any chance that you could make different versions of this... For example:
Pallets that accept construction goods...
Crates that accept foodstuffs...
I cannot make every container for any taste, i provide tool to do so.
You can do it yourself with xml editing of container's def:
Changing <AltitudeLayer>ItemImportant</AltitudeLayer> to <AltitudeLayer>Item</AltitudeLayer> will make container texture appearing underneath the stored items.
Adding the following inside <building>...</building> section:
<fixedStorageSettings>
<filter>
<categories>
<li>FoodRaw</li>
</categories>
</filter>
</fixedStorageSettings>
will make storage accept only raw food categories and so on.
Quote from: The13thRonin on August 13, 2015, 04:27:20 AM
Ideally it'd be cool if you could get the items to show up on the containers but to increase the number underneath so instead of seeing (75) you see (300) for example.
I can't do anything with existing item labels so far. Changing the item's stacks in the container inventory list (1 stack of 300 instead of 4 stacks of 75) will only lead to confusion, because it provides no visual information about really occupied slots. It is possible to do specified containers, like safes, to store silver in stacks over 9000, but i see no real necessity of doing so.
Ill be looking at this for my storage mod. I had implemented MD2s DSU code to my storage mod before but this is what I really wanted to do, ill give it a go soon and feedback to you Wivex, ill grab you on slack if i hit any hurdles. :)
If build the containers near a trade beacon can we sell the items inside?
Quote from: Dragoon on August 13, 2015, 09:00:13 AM
If build the containers near a trade beacon can we sell the items inside?
Yes
Great, will test
Now, if we could only limit the amount of stacks of a given item hauled to a container - ie, only put two t-shirts in the container - this would be complete. :)
Quote from: 1000101 on August 14, 2015, 02:30:45 AM
Now, if we could only limit the amount of stacks of a given item hauled to a container - ie, only put two t-shirts in the container - this would be complete. :)
I don't really get the purpose of doing so. It's not really hard to do (though it will require another GUI tab for each item limits, which is HUGE list and not very compatibile with other mods), but i don't think it's really worth it. What containers really need now is xml variables for max slots and cooling/rotting disable to make freezers. I will add these features soon.
For now i need more detailed feedback from people who use this mod, because i don't have time to do proper testing myself.
I've been using this mod all weekend now and have no issues at all with it :) Thank you. i've replaced my stock zones and saved a bunch of space!
The method i used to organize containers is allowing the hauling system to stack multiple things on the cell, where my container building is. It leads to 2 problems: stacking of thing's labels and textures. Textures of those things can be easily manipulated with, but labels were unaffected by whatever i've tried to do with them (to hide them or cover with something like another text ot label). Is there any way to change or disable individual labels?
P.S. I know that containers should utilize Container class like pawn's carry hands, but it is too difficult for me to implement.
I'm afraid there is no built-in way to disable UI labels at runtime. You could override Thing.DrawUIOverlay, but you'd have to do it on every thing you wanted to be able to disable. Sorry.
Quote from: Tynan on August 17, 2015, 12:18:55 PM
I'm afraid there is no built-in way to disable UI labels at runtime. You could override Thing.DrawUIOverlay, but you'd have to do it on every thing you wanted to be able to disable. Sorry.
Sigh. I'll leave that as it is then. Thanks for the reply.
I am running this along with miscellaneous/MAI and this has replaced the nano storage in the furniture tab, the nano storage I already have still operate correctly but I cannot place any more. Do I need to load this before miscellaneous/is there a patch?
do they happen to have the same defname or something? probably worth someone checking the 2 defs for similar naming conventions.
I think I found a bug that will make me not want to use these until fixed.
Just noticed that all the stuff I had in the containers didn't need mending and they are all of normal quality... that felt a bit odd.. So i made a guy haul a good parka in there.. and it turned into a normal parka with full health.
So as it is now, it seems to replace all clothing (haven't tested weapons) with a new piece of clothing that has normal quality.
What happens if you put a damaged item in there like a potato?
Didn't have a potato, but a broken medkit.
Got full health.
So it would seem all items are replaced with identical versions with normal quality if applicable.
and the items that come out of the contaier are deffo fully repaired, i.e. it not just while they are in the container?
Yeah, you can't see item health while in container I believe anyway.
hmmm strange that it does this, he only grabs a list of stuff in the cell, no idea why it would reset a thing....ill keep digging and grab him on the modders slack if i find anything.
Quote from: Zhadum on August 19, 2015, 07:49:29 AM
Just noticed that all the stuff I had in the containers didn't need mending and they are all of normal quality... that felt a bit odd.. So i made a guy haul a good parka in there.. and it turned into a normal parka with full health.
Seems like a real bug to me, i wish i knew about earlier. Will fix with next mod version soon.
Your screenshot should have given it away really lol
Quote from: skullywag on August 19, 2015, 12:02:06 PM
Your screenshot should have given it away really lol
Haven't even thought about it.
I wish it had just healed the items... would have been much more playable that way until fixed XD
I've found and solved this problem, added refrigeration possibility for food and made some other improvements, but also found a nasty bug with storage priorities. Pawns haul the items to storage or stockpile with higher priority just fine, but can't do properly the other way (forget to carry some items). I think i can trace it, but it will require a lot of tinkering with vanilla game code and much more time. I'll release new mod version when everything is ready. Maybe in a few days.
Update bump:
Version 1.1 update:
- Fixed a bug: stored items being created anew and loose their properties.
- Fixed a bug: reshuffling items between different stockpiles and containers when storage priorities are changed now working properly.
- Container functionality is now granted by CompContainer, which can be added to any building of Building_Storage class. It has xml configured itemsCap property. (Values between 2 and 15 are adviced)
- Made container's items UI tab automatically resizeble, depending on ItemsCap property.
- Added new container type - Fridge. Restricted to store food and keeps it from spoiling. Requires power to operate.
- Freezing functionality is granted by CompRefrigerated which can be added to any building of Building_Storage class, with CompPowerTrader attached to it too.
- Some xml changes and optimization.
I've encountered a bug that is pretty damn annoying and after some testing I am now certain that it's coming from this mod.
I can't prioritize hauling dead animal, it only lets me bury them:
(http://i.imgur.com/6W1OPx6.png)
I love your mod but I won't be using it while this bug isn't fix because it makes collecting food a real pain in the ass :s
Reminds me of crates in DF. Always wondered why there wasn't such an item in RW. Bases get awfully fugly and littered late game without something like this. Ty for this. Looks like another staple mod :)
Now I just gotta find an actual "crate" looking texture to complete that old DF feel haha. Your tex may actualy look "too good" to be filling up entire warehouses with :P If you get my drift.
Added Korean language support provided by Latta (https://ludeon.com/forums/index.php?action=profile;u=35458).Quote from: Spare74 on August 24, 2015, 04:42:16 AM
I can't prioritize hauling dead animal, it only lets me bury them.
You really can't, haven't seen seen that. Thanks for the feedback. Must be something with the A12 hauling job changes. Will try to fix soon.
Quote from: Wivex on August 24, 2015, 03:30:00 PM
Quote from: Spare74 on August 24, 2015, 04:42:16 AM
I can't prioritize hauling dead animal, it only lets me bury them.
You really can't, haven't seen seen that. Thanks for the feedback. Must be something with the A12 hauling job changes. Will try to fix soon.
I had prepare
EdB Prepare Carefully activated. I don't see why it would have something to do with hauling but I figured I might as well tell you :)
It really was so. Tynan excluded Corpse check from hauling jobs in A12. Hotfix is made. Should work as intended now.
Quote from: FMJ Penguin on August 24, 2015, 08:42:27 AM
Reminds me of crates in DF. Always wondered why there wasn't such an item in RW. Bases get awfully fugly and littered late game without something like this. Ty for this. Looks like another staple mod :)
I wish i could make containers behave like bins in DF, but it's impossible. Game is not designed for that and has strict limitations. I made a lot of tricky moves, additions to vanilla and tweaks to make a somewhat similar to the container thing. Even with all the effort i put in this mod, it has a lot of flaws, most of which are unsolvable (like stacked item's labels being piled up and colony resources not being shown properly).
Anyway, they do their job and i'm not intended to develop it any further in the near future (will keep bugfixing if they come). I have big plans for this mod and continue working on it, when i'll go for my global mod project. It still needs simaltenious availability for multiple pawns (currently being reserved for 1 pawn, like any other jobs on cell), variety of types and lot's of other cool stuff, which require a lot of work.
Awesome! I've been wanting to make something like this for a long time.
Needs a safe/vault graphic, I want to make an old western bank.
I've been a good little bug tester and actually read through all comments so far and can't find a mention of clothes being inaccessible to wear.
Which seems to be the case for me. My guys won't get new clothes from these containers and seem to prefer to run around half naked. But when I decided to move to a normal storage, they went and got dressed quick enough.
Quote from: Zhadum on August 26, 2015, 07:47:45 AM
I've been a good little bug tester and actually read through all comments so far and can't find a mention of clothes being inaccessible to wear.
Which seems to be the case for me. My guys won't get new clothes from these containers and seem to prefer to run around half naked. But when I decided to move to a normal storage, they went and got dressed quick enough.
I'll check that, sounds like a problem with detecting replacement for worn out outfits. But i won't be able to fix that until weekend, too busy these days. Keep your clothes in stockpiles for now.
This mod is causing lag every time I right click on anything while colonists are not drafted. I've double checked with mod on and off and this is what is causing it.
When colonists are drafted you can order them to do things like rescue / capture / eat food / talk to comms without issues. When they're not, every right click, be it hauling or any other type of interaction makes the game really laggy. Even more laggy when the colony gets bigger. I have over 40 people now and lots of stuff, whenever I right click to haul something specific the whole thing freezes for 5-10 seconds.
I also can't seem to disable the mod and "rescue" the saved game. I deleted all storage boxes so they're not part of the save but I still can't load the game properly after disabling the mod.
Help!
Holy crap this is awesome. I can save SO MUCH ROOM in my freezers now! I can fit 100 meals on one tile now instead of 10.
Thank you for this!
Quote from: MisterVertigo on September 16, 2015, 02:26:32 PM
Holy crap this is awesome. I can save SO MUCH ROOM in my freezers now! I can fit 100 meals on one tile now instead of 10.
Thank you for this!
You can't. Having more than 15 items on the same cell will almost certainly cause errors, because game is not designed to work like that.
Quote from: Wivex on September 17, 2015, 06:57:29 PM
Quote from: MisterVertigo on September 16, 2015, 02:26:32 PM
Holy crap this is awesome. I can save SO MUCH ROOM in my freezers now! I can fit 100 meals on one tile now instead of 10.
Thank you for this!
I have 10 stacks of meals (with 10 meals in each stack) in a container right now. I'm sure I could not have 100 stacks, but I can have 100 meals.
You can't. Having more than 15 items on the same cell will almost certainly cause errors, because game is not designed to work like that.
You put your chat in the quote. A lot of people end up doing that xD
Is it a bug that prisoners cannot take food out of the freezers?
Quote from: MisterVertigo on September 16, 2015, 02:26:32 PM
I have 10 stacks of meals (with 10 meals in each stack) in a container right now. I'm sure I could not have 100 stacks, but I can have 100 meals.
This way, you can have up to 10 * 15 = 150 meals or 75 * 15 = 1125 raw food in the freezer . Should be no problem.
Quote from: Keychan on September 18, 2015, 02:25:31 AM
Is it a bug that prisoners cannot take food out of the freezers?
Doubt that. Game doesn't see freezers as a "container". It's just some building with stacked food lying on it. But i've never tested this specific case with prisoners. Might be an actual bug indeed.
Whole crapload of box crates (top down view). May fit the theme a bit better than the lil chest does(although the chest is prettier and all). Give em a shadow height of say, .4 or more and you got yourself one tall storage container :P
https://www.google.com/search?q=box+crate&tbm=isch&tbo=u&source=univ&sa=X&ved=0CFQQsARqFQoTCJup8pmGgMgCFQH0gAodh8cA-A&biw=1186&bih=1100&dpr=0.9#tbm=isch&tbs=rimg%3ACXcWj3JMlen3IjgUIxF7op9jiJCYMh-QOeb7OS6hodh259cRuVw2875besdD0d0awtOak-ftpvc1T2z7q1A-DMv6oCoSCRQjEXuin2OIESLOsJquyaA-KhIJkJgyH5A55vsR6vpTnZ1ZmicqEgk5LqGh2Hbn1xGUTUimk9guUSoSCRG5XDbzvlt6EQRqmR6HikzBKhIJx0PR3RrC05oR48PlybOnM_1UqEgmT5-2m9zVPbBFza7EZ2IdXbyoSCfurUD4My_1qgEePD5cmzpzP1&q=box%20crate (https://www.google.com/search?q=box+crate&tbm=isch&tbo=u&source=univ&sa=X&ved=0CFQQsARqFQoTCJup8pmGgMgCFQH0gAodh8cA-A&biw=1186&bih=1100&dpr=0.9#tbm=isch&tbs=rimg%3ACXcWj3JMlen3IjgUIxF7op9jiJCYMh-QOeb7OS6hodh259cRuVw2875besdD0d0awtOak-ftpvc1T2z7q1A-DMv6oCoSCRQjEXuin2OIESLOsJquyaA-KhIJkJgyH5A55vsR6vpTnZ1ZmicqEgk5LqGh2Hbn1xGUTUimk9guUSoSCRG5XDbzvlt6EQRqmR6HikzBKhIJx0PR3RrC05oR48PlybOnM_1UqEgmT5-2m9zVPbBFza7EZ2IdXbyoSCfurUD4My_1qgEePD5cmzpzP1&q=box%20crate)
Quote from: FMJ Penguin on September 18, 2015, 03:30:08 AM
Whole crapload of box crates (top down view). May fit the theme a bit better than the lil chest does(although the chest is prettier and all). Give em a shadow height of say, .4 or more and you got yourself one tall storage container :P
Frankly speaking, it's a wall texture i took from Clutter mod. ;D
But i have no urge to change it now myself (though you can replace it with any texture you want by yourself), because i'll make an overhauled version of this mod for a bigger mod project. This one is just a feature concept.
That lil guy was a wall tex? Seriously wouldn't have guessed. What kinda wall?
So I got bored. Only works with wood tex types though. Metal and stone would just look weird XD. You could make an actual warehouse look :P
Don't need to use just thought I'd throw it up sense I have no use for it really.
Updated:The Evo1 version looks much better in-game imo but if your wood choices are really dark or something then the first one is likely the better choice.
[attachment deleted due to age]
Thanks for the textures, but i'm not intended to add any updates for this mod yet. Too much other stuff to do.
Btw, all furniture in the game tend to have an isometric top-side angle of view, not staight downward or sideward.
Quote from: Wivex on September 18, 2015, 11:21:22 AM
Thanks for the textures, but i'm not intended to add any updates for this mod yet. Too much other stuff to do.
Btw, all furniture in the game tend to have an isometric top-side angle of view, not staight downward or sideward.
Hehe, Aww........ you don't like my square? I traded two of my best triangles for that square I'll have you know........
grumbles........
stupid black market shape traders.........
EDIT:
Brought your loyalists a present. Stupid shape trader didn't take refunds ether so I'm looking for few tough gangsta types for a lil
mission >:( They mustn't be squeamish about triangles and squares found in tight places. :o
[attachment deleted due to age]
Hey ! I love this mod for all the right reasons. I sometimes get a weird error whenever i try and store stone chunks in them. So i just don't. But I have add Medicine def group to the Fridge on mine for my "hospital". Mainly for the herb medicines since they go bad.
I think it's a cool idea i'd share with you.
Quote from: dismar on September 22, 2015, 05:11:45 PM
Hey ! I love this mod for all the right reasons. I sometimes get a weird error whenever i try and store stone chunks in them. So i just don't. But I have add Medicine def group to the Fridge on mine for my "hospital". Mainly for the herb medicines since they go bad.
I think it's a cool idea i'd share with you.
Thanks, i'll remember that for future versions.
Hey, nice mod, I love the crates to organize that big mess that deposits turn out sooner or later.
Today I found a little bug (yet easily worked around): when the destination of a cooked meal is one of this boxes inside the freezer, the cook just drops it by the stove. However, the pile can be hauled normally and will be carried to the box by a hauler, and sometimes the cook himself does it after the stove bill is done (if he has the priority set, of course).
Mega
Quote from: Megafly on January 11, 2016, 08:39:03 PM
when the destination of a cooked meal is one of this boxes inside the freezer, the cook just drops it by the stove. However, the pile can be hauled normally and will be carried to the box by a hauler, and sometimes the cook himself does it after the stove bill is done (if he has the priority set, of course).
the same applies to a fridge box, provided by this mod. cook just doesnt recognize a fridge as a valid stockpile, dropping meals everywhere and continuing cooking new meals (as dropped meals aint accounted as stored). because of that i usually drop a single stockpile with lowest priority next to a stove, but thats kind of a detour.
another inconvenience i've noticed, is if u want to store raw ingredients (like raw meat in a fridge, closer to cooking place. or leathers in the workshop) it gets quite ugly around. i understand that those items just stacked on the floor under a texture. i mean, in theory, colonist' eye wouldnt catch what stored inside a box.
i take it, the current mod's code only allows for 1x1 storages?
i had an idea of dividing containers into Crates(1x1) for items and Silos(2x2 or 3x3) for bulk goods, to make it more fair.
This mod got weird with The ModVarietyPack. Not sure why, but eeveryone seen to be unable to put more than one stack on each place most of the time (rarely they can)
I got too used to those chests... cant play without then anymore...
Can the colonists move through the containers?
Quote from: Techmago on February 02, 2016, 09:26:36 PM
This mod got weird with The ModVarietyPack. Not sure why, but eeveryone seen to be unable to put more than one stack on each place most of the time (rarely they can)
I got too used to those chests... cant play without then anymore...
I wouldn't advise using a modpack with any other mods that it doesn't have specific patches for, as it can break the game, screw with other mods or is just unlikely to work.
Can we get a new version of this for A13? After getting used to them for A12, it is rather difficult to play without them....
I can take a look at it for ya while we wait on the author, I will edit and post a link here if possible.
Edit: Here ya go, did not have time to test it but it should be ok. Post back here otherwise please.
Edit: 4/11/16 : Reported not completely working yet, will see if i can find what was changed.
(http://i.imgur.com/kI4ClL8.png) (https://mega.nz/#!u0IXGRLT!q5qdCcdnxDzQ3Pu5IZTVywjCVuIJ-mr0q0_CGXwbflA)
[attachment deleted by admin - too old]
Welp, after installing the above fix for the mod, my pawns couldn't be forced to haul, well, anything. Weapons to racks, meals to freezers, stuff in general. They would just straight-up ignore the command.
Any chance of updating this to version a13? really great mod for large colony
Quote from: Ryoichi on April 10, 2016, 11:41:13 AM
I can take a look at it for ya while we wait on the author, I will edit and post a link here if possible.
Edit: Here ya go, did not have time to test it but it should be ok. Post back here otherwise please.
Edit: 4/11/16 : Reported not completely working yet, will see if i can find what was changed.
(http://i.imgur.com/kI4ClL8.png) (https://mega.nz/#!u0IXGRLT!q5qdCcdnxDzQ3Pu5IZTVywjCVuIJ-mr0q0_CGXwbflA)
thanks, but can you update it again for A14? the mod author doesent seem too intend on updating it, for whatever reason.
Quote from: 123nick on July 23, 2016, 07:41:54 AM
thanks, but can you update it again for A14? the mod author doesent seem too intend on updating it, for whatever reason.
Cause all my previous mods were just proofs of concept for the big overhaul i'm working on. There are fully working and proper containers in RA mod (and HCSK, which i provided the source code to) but i have no free time to release it as stand alone. Sorry.
Quote from: Wivex on July 23, 2016, 07:48:45 AM
Quote from: 123nick on July 23, 2016, 07:41:54 AM
thanks, but can you update it again for A14? the mod author doesent seem too intend on updating it, for whatever reason.
Cause all my previous mods were just proofs of concept for the big overhaul i'm working on. There are fully working and proper containers in RA mod (and HCSK, which i provided the source code to) but i have no free time to release it as stand alone. Sorry.
oh ok, sorry for assuming you arent modding anymore :-\ still, i cant wait for the big overhaul :)