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RimWorld => Releases => Mods => Outdated => Topic started by: l2evy on April 10, 2016, 03:44:35 AM

Title: [B18] Storage Crates v1.18.2 (3/23/2018) [Chemfuel Barrels! (now fixed)]
Post by: l2evy on April 10, 2016, 03:44:35 AM
(http://i.imgur.com/xhzBprg.png)

l2evy Current Status 3/23/18: Planning more features/content (currently redoing graphics and cardboard boxes "for the future", really slow.. but progress), looking for C# buddy and others for feature help to join on github.

*RU language support is in the works by the awesome Bugo!
*Русская локализация сделана Bugo!

    Description:

    Storage Crates is a mod focused on compact and neat stockpiling of bulk resources.
    The basic structure of the mod is you build some plates, then assemble the plates plus your stack of 75
    of any resource and produce the crate.

    You then can stack the crates in a stockpile like any other item and they stack to 75.
    For a total of 5625 of a non-currency resource on a single tile.

    You can Unpack crates by clicking on the basic packing/basic food packing workbench and in the bottom left menu clicking on
    the switch to make the bench transform into unpacking mode.
    After a little time the bench will change and power will be reapplied, ready to unpack!
    Just repeat the process to switch back into packing mode, or have 2 separate workbenches for packing/unpacking.

    You can also pack meat/veggies into a canned meal that does not spoil.
    You can then even pack the meat/veggie cans into a crate for storage too.
   
    Crates Process:
    Raw Resources + Machining Table = Steel Plates, Steel Plates + Full single stack of resources + Packing Bench = 1 single crate of that resource.

    Food Can Process:
    Raw Resources + Machining Table = Steel Plates, Steel Plates + Machining Table = Can, Can + Butcher Table + 5 meat or veggies = Meal Can

Known Issues:
    1: Sometimes crafting will happen without 100% of all the materials (such as taking 64 items instead of the full 75).
    This is a known core bug something I cannot fix, has to be fixed in the core game. Already lots of bug reports on this and
    many variations of it. It will get fixed by Tynan and his crew in time.

    2: Currently hash collisions core bug, if you encounter a hash collision please reply and let me know the error please so I can attempt to fix! Thanks!

Screenshots:

(http://s17.postimg.org/q25cwu3tb/ss1.png)

Download Latest Version:

(http://i.imgur.com/yC7eFLr.png) (http://bit.ly/2IJuQZv) (http://i.imgur.com/pH5YLDn.png) (http://bit.ly/2DNiqMv) (http://i.imgur.com/hWnj9AD.png) (http://bit.ly/2bUW2DJ)

Previous Versions Dropbox Archive Folder:
(https://cdn2.iconfinder.com/data/icons/cloud-computing-1/512/folder-128.png) (http://bit.ly/2bWghnv)

Changelog:

3/23/2018 1.18.1 > 1.18.2
-Fixed Chemfuel Barrels to explode as they should (Thanks White Wizard from Steam comments for the report!)
-Pushed Russian Translation Update (Thanks to the awesome Bugo from github!)
-found and fixed gold crate changes and typo not sync'd to github (for some reason it did not push on those select changes to github)

2/11/2018 1.18.0 > 1.18.1
-Added Chemfuel Barrels (make sure to be careful with these)
-Adjusted Gold Crate to new ratios, now packs 250 instead of 500

12/12/2017 1.17.0 > 1.18.0
-Updated for Beta 18

8/30/2017 1.16.0 > 1.17.0
-Updated for Alpha 17
-Adjusted drug crate weight to reflect the new drug weights

12/22/2016 1.15.4a> 1.16.0
-Updated for Alpha 16
-Added weight values to Crates and the Steel Crate Plates (total weight of all 75 items + steel crate plates used in production)
-Added Mortar Shell Crate (only 25 per crate cause they are heavy!)
-Adjusted prices for drug crates to match the Alpha 16 drug price changes
-Renamed Megatherium Leather Crate to Megasloth Leather Crate
***-I would like to thank the following people for helping me update compatibility for Alpha 16
mrofa
NotFood
Fluffy
erdelf
Dingo
Zhentar
***-I would also like to thank the rimworld modding scene and modding discord in general!

11/27/2016 1.15.4 > 1.15.4a
-More ongoing updates to RU language support (thanks so much to Bugo, all their work 100%)
-Fixed market value typo ( from , to . and thanks to Vincent on steam comments for the find)
-Adjusted Freighter cargo values from Expensive to Normal to balance prices a little more
(Few reports came in that prices was too high, too easy to make tons of money, thanks for the feedback!)
-Added Steel Crate Plate breakdown recipe @ 0% loss for now
-Rename Packing/Unpacking Benches for better clarification (Names subject to further change)
Basic Packing Bench > Packing Bench
Basic Unpacking bench > Unpacking Bench
Basic Food Packing Bench > Consumables Packing Bench
Basic Food Unpacking Bench > Consumables Unpacking Bench

9/20/16 1.15.3a> 1.15.4
-Added various types of Freighters (Regular and Supply) for selling/buying crates (may need/get more balance)
-Added temporary icons for the resource menu in the top left
-Changed crate groups and parrent groups for better organized top left resource menu
-Added visual damage to the packing benches
-Changed packing benches to be moveable/uninstall/install so you can move them around

9/16/16 1.15.3 > 1.15.3a
-Fixed Processed Meat being consumed before cooked Meals (evidently RawBad prefer is better than Meal??)
-Adjusted the remaining crate values to include the Steel Crate Plates (+60 Value)

9/11/16 1.15.2 > 1.15.3
-Removed Unpacking of Specific Meat Crates to finish migration to new meat packing method.
-Changed name Steel Plates > Steel Crate Plates (may change the name in future)
-Fixed Meat Cans being improperly allowed for Vegetarian consumption.
-Added Vegetable Meat Stew cooking recipe using meat/veg cans, two versions cook 1 or cook 5 (5 is more work efficient)
-Added leather crates for the following:
Deer,Pig,Cow,Turkey,Alpaca,Elk,Elephant,Megatherium,Timberwolf,ArticWolf,FennecFox,RedFox,ArticFox
-Added temporary placeholder texture for leather crates.
-Disabled Force Unpack for the time being.
-Removed Redundant unused graphics

9/4/16 1.15.1a> 1.15.2
-Added recipe to butcher table to make Processed Meat (25 of Any Raw Meat > 25 Processed Meat)
-Added additional crates: Processed Meat
-Disable specific meat packing.
*NOTICE: The current plan is to remove specific meat type crates.
         Please prepair any savegames by unpacking any specific meat crates
         and merge to the new system by making and crateing the Processed Meat.
         Any feedback on this change please post on the forum. Thanks

9/1/16 1.15.1 > 1.15.1a
-Hotfix for Force-Unpack graphic not being loaded correctly
-Fixed a typo with a backend crate name
-Added in a Preview.png file for the mod selection window.
-Changed the rest of the references to Ryoichi > l2evy

8/31/16 1.15.0 > 1.15.1
-WARNING: This release will work ONLY for Alpha 15C and Forward! It will not work with Alpha 15 or 15b.
-Fixed issue in the DLL which caused textures to bug when reloading from a save (BIG THANKS to mrofa and others on the mod help topic)
-Added Support for Drugs

8/29/16 1.14.0 > 1.15.0
-Updated Mod for Alpha 15
-NOTE: This version is now depreciated and no longer useable due to bug in main Alpha that needs 15C and forward to function

8/29/16 1.03 > 1.14.0
-Updated Mod for Alpha 14
-Version number change, 1.XX.Y, XX= Game Version, Y=Mod Version Number
-Removed option to pack/unpack mega scarab meat due to Alpha 14 meat system slight change, may be fixed in later update

4/24/16 1.02a > 1.03
-Fixed crazy hording colonist bug with the food cans....for good this time..hopefully
-Fixed canning food to use 2 cans and give 2 cans instead of taking 1 can and magically making 2
-Changed Steel requirements for making Steel Plates, Now uses 4 steel and makes 5 plates
-Changed Steel Plate requirements for making Empty Cans, Now uses 1 plate and makes 25 empty cans
-Changed Basic/Food Packing benches to benefit from Tool cabinet's and also enabled breakdowns (Will balance work time soon).
-Added changelog.txt to mod folder for anyone who wishes to just download and read a txt file after.

*~Next Update 1.04 Plans: This was a sooner update than planned due to some bugs needing fixed. Next update is unknown
at this point but maybe more balance changes. Will go back to brainstorming about graphics changes, wooden crates, and
other things. Will try and do a bigger update provided no bugs, and maybe release everything all at once.

4/23/16: 1.01 > 1.02
-Fixed the facepalm xml version edit...*facepalm again*
-Fixed a crate packing error with veg/meat cans (wrong packing number).
-Fixed meat/veg food can nutrition values, value was incorrectly set above the limit which made it 0. (May need balanced)
-Fixed error with meat/veg food can crates. After crafting got stuck in a loop of not able to place anywhere.
-The workbenches are now flickable.
4/23/16: 1.02>1.02a Hotfix
-Fixed bug with colonist picking up hundreds of canned food into their inventory.

*~Next Update 1.03 Plans: Still unknown status on the sub menu ability for workbenches. I will post in the mod
help section sometime to clarify but I think it may not be possible. More graphics and maybe support for a few
things from the new updates 12 and 13, meat and materials from the animals. Might go over a few balance changes
like the steel crates getting added to the value of the crates of goods.

4/15/16: 1.0 > 1.01
-Crates now give back 100% of the Steel Plates when unpacking.
-Mod name changed from Resource Kompression to Storage Crates for better clarity.
-Added Google Drive and Dropbox file links, eventually will add Nexus to the list.
-Edited Description to be more helpful and informative.
-Starting to redo and organize mod thread to be cleaner and eventually will have tons of images and look fancy, in time.

*~Next Update v1.02 Plans: Figure out possibility of adding sub menu's to packing/unpacking cause it will go
off the screen when I finish adding in support for Alpha 12 and 13's items.

4/10/16: Updated mod from 11b > 13


Want to help contribute or add features? The mod is now on GitHub!

(http://icons.iconarchive.com/icons/limav/flat-gradient-social/128/Github-icon.png) (https://github.com/l2evy/Storage-Crates)

1.0 Authors:
mrofa
Nasikabatrachus
Nirahiel
Abrexus

1.0+ Author(s):
l2evy - Maintain the Code, Code new things, Graphics, a few ideas, code monkey like Fritos
Bugo - Ze Russian Translator on Github

Also special thanks to the community with bug feedback and ideas moving forward.
And to mrofa (code sensei), and other friends from the modslack

NOTE: I do not take full credit for this awesome mod. Everything up to 1.0 was done by the original authors listed above.

I have received permission from mrofa to continue the mod 1.0+.

Tips/Ideas/Comments for the future appreciated and welcome! Constructive crits all that stuff. All releases are tested with devmode only initially. Actual playtesting will be done by me at a later date and the community who then provide feedback in this thread.

I play with code for free as one of my many hobbies, but if you wanna buy me a slice of pizza or something here is my Patreon.

(http://a.deviantart.net/avatars/p/a/patreon-plz.png?5) (https://www.patreon.com/user?u=3208157&ty=h&u=3208157)

License Info:
Want to add this to your modpack? I am completely OK with it, just add a link to this forum post, and
put the version date & version number (1.xx.xx) on it. So people do not get confused on which
version it is and if things are missing and such.

Want to edit or add/make a patch for support to your mod for crates? Sure no problem just poke me
with a message to let me know so I can check it out and put a link to it here.

Anything else contact me via PM here or on the modding slack/discord ( l2evy ). 
Title: Re: [A13] Resource Kompression v1.0 Updated 11b>13 (4/10/2016)
Post by: mrofa on April 10, 2016, 01:33:39 PM
Nope no objection and greate work :)
Title: Re: [A13] Resource Kompression v1.0 Updated 11b>13 (4/10/2016)
Post by: DestroyX on April 12, 2016, 05:44:34 PM
hey there^^ while i really like the idea of your mod in general, i kinda dislike the fact that the balance is kinda off. i mean you basically spend 36 steel to pack away 75 of any resource. and when you unpack, whoos, your steel is gone.
can you make it so you get to keep the steel plates, or at least the raw 36 steel in the end?
in this way it would be at least usable... but right now its sadly a waste :/

edit, while looking through the files i realised you get 3 plates from 6 steel and not one, which is at least not THAT bad :D
but the point still stands, there is no reason to throw away perfectly good boxes :P
Title: Re: [A13] Resource Kompression v1.0 Updated 11b>13 (4/10/2016)
Post by: duduluu on April 14, 2016, 03:21:42 PM
UnpackingBench isn't in the Production menu? i can't unpack  multi crates, because 75 crates put out only 75 unit resource when i force unpack , NOT 5625 unit...
Title: Re: [A13] Resource Kompression v1.0 Updated 11b>13 (4/10/2016)
Post by: Truthowl on April 15, 2016, 01:22:25 AM
Mega doesn't work for me as a download source. The idea of your mod sounds nice. Sorry I wont be able to try it out.


Edit:
Never mind Mate. It took about 2-3 minutes before it finally sent my browser the code to download. But it did send it. So I'll be able to try this out after all.
Title: Re: [A13] Resource Kompression v1.0 Updated 11b>13 (4/10/2016)
Post by: l2evy on April 15, 2016, 09:50:01 AM
Quote from: DestroyX on April 12, 2016, 05:44:34 PM
hey there^^ while i really like the idea of your mod in general, i kinda dislike the fact that the balance is kinda off. i mean you basically spend 36 steel to pack away 75 of any resource. and when you unpack, whoos, your steel is gone.
can you make it so you get to keep the steel plates, or at least the raw 36 steel in the end?
in this way it would be at least usable... but right now its sadly a waste :/

edit, while looking through the files i realised you get 3 plates from 6 steel and not one, which is at least not THAT bad :D
but the point still stands, there is no reason to throw away perfectly good boxes :P

I completely agree! If you are using a bench with tools, and labor to unpack the crate, it should not waste anything. Next version will have 100% return on the plates. That way you can have a revolving number and only make as many plates as you need for packing/unpacking. This also gives me an idea to make actual wooden crates that take damage if they are not placed inside similar to how wood does. Then you can have a renewable resource for making crates, and unpacking will give back maybe 50% of the wood panels or something and bump up steel cost on plates a little for the 100% option. Wood may only be for non-food products not sure will have to test and get feedback. Thanks for the input!

Quote from: duduluu on April 14, 2016, 03:21:42 PM
UnpackingBench isn't in the Production menu? i can't unpack  multi crates, because 75 crates put out only 75 unit resource when i force unpack , NOT 5625 unit...

You need to build either a basic packing bench or basic food packing bench. There is a toggle button on the menu when you click either bench to switch the bench into unpacking mode. Force Unpack is a feature I am unsure of, I just did a test with 27 crates in a stack, force unpack only threw out 75. I will disable this feature for now in the next update until I can refine it later perhaps. Reason is you cant put more than 75 items on a tile unless its coded into the game to do so (as far as I understand it). Silver and Gold stack higher (500) cause the game is coded for that, anymore than 75 on everything else they are lost. Thanks for the feedback and hope that helps you. I will write up a better description sometime soon to better instruct on how to use the mod.

Quote from: Truthowl on April 15, 2016, 01:22:25 AM
Mega doesn't work for me as a download source. The idea of your mod sounds nice. Sorry I wont be able to try it out.

Edit:
Never mind Mate. It took about 2-3 minutes before it finally sent my browser the code to download. But it did send it. So I'll be able to try this out after all.

Yeah I do plan on adding more links as I do not agree on pushing one service only (was sortof rushed that day). I plan to start adding google drive and dropbox links too in the next update. If you have any recommendations for a decent un-metered file hosting service just post back here and I will add it in.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Truthowl on April 15, 2016, 06:06:23 PM
Thanks for the reply. Dropbox and GDrive are both great.

I like the new name a LOT better than the previous name.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Astasia on April 15, 2016, 06:11:49 PM
The "version" number at the top of the about.xml (and all other xml files) is for xml version, not mod version. Leave it at 1.0 or you'll get errors.

The mod itself is an interesting take on storage, I haven't played with it enough to have much more of an opinion yet. It seems at first glance to be a bit expensive, I started to pack some of my excess sandstone away last game and stopped pretty quickly as it was eating all my steel. I didn't have much at the time, but when you are packing 10k or more items away, that steel cost can add up.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Truthowl on April 16, 2016, 06:18:01 PM
Could you add a power switch to the basic packers? Not sure if it's still drawing power when it's not in use but a switch built in would remove my worries.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Korn.Mil on April 17, 2016, 06:53:58 AM
I dont know what is this, but i have some kind of error here
(http://www.part.lt/img/443430e1d705aee586653a291983981a942.png) (http://www.part.lt/perziura/443430e1d705aee586653a291983981a942.png)
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Astasia on April 17, 2016, 07:06:09 AM
That's the error I was talking about in my post. You can just go into the "about.xml" file it's pointing to and change the <?xml version="1.01" back to <?xml version="1.0" and the error will go away.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Korn.Mil on April 17, 2016, 07:13:59 AM
Quote from: Astasia on April 17, 2016, 07:06:09 AM
That's the error I was talking about in my post. You can just go into the "about.xml" file it's pointing to and change the <?xml version="1.01" back to <?xml version="1.0" and the error will go away.
Thank you, i just didn't read all posts. There are no errors now. By the way its ok if i changed it using notepad? :D i just dont understand stuff like that
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Astasia on April 17, 2016, 07:14:50 AM
Ya, notepad is fine.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Profugo Barbatus on April 17, 2016, 05:43:33 PM
Just FYI, the recipes for packing canned foods are incorrect. Making a crate of veggie or meat cans takes 375 of the appropriate can, and unpacking the resulting crate will only produce 75 cans, according to the recipies.

Super quick fix on my end, but thought I'd mention it for the next update.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: Iwillbenicetou on April 17, 2016, 10:45:43 PM
What about using a beacon on them? Does this work?
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.01 (4/15/2016)
Post by: l2evy on April 22, 2016, 08:42:17 AM
Quote from: Truthowl on April 16, 2016, 06:18:01 PM
Could you add a power switch to the basic packers? Not sure if it's still drawing power when it's not in use but a switch built in would remove my worries.
Sure can, Power can be flicked on and off now. This will come in the next update! Thanks for the suggestion.

Quote from: Astasia on April 15, 2016, 06:11:49 PM
The "version" number at the top of the about.xml (and all other xml files) is for xml version, not mod version. Leave it at 1.0 or you'll get errors.

The mod itself is an interesting take on storage, I haven't played with it enough to have much more of an opinion yet. It seems at first glance to be a bit expensive, I started to pack some of my excess sandstone away last game and stopped pretty quickly as it was eating all my steel. I didn't have much at the time, but when you are packing 10k or more items away, that steel cost can add up.

Thanks for the heads up! Yea I was really strung out that day, for some reason thought it was just another version tag, lol...*facedesk*. Fixed in the next update. Thanks as well for the feedback too about the steel usage. I might adjust the steel values temporarily but the real balance changes will be later on when I get feedback after I add in wooden crates. They will be the renewable option but will need to be placed indoors out of the elements to avoid damage. Steel will be good anywhere and be required for food storage maybe for balance reasons. Another idea is to require food crates entirely to be placed in a refrigerated enviro. I plan to add in the steel cost to the total value of crates so traders will not get a free crate too.

Quote from: Iwillbenicetou on April 17, 2016, 10:45:43 PM
What about using a beacon on them? Does this work?

Like a trading beacon? Yes they should be able to be bartered with ships or people passing by just fine. I assume all that stuff is ok in 1.0 and not broken. I still need to test it and will do so later on. Let me know though how it works out if you wish and I can work with that.

Quote from: Profugo Barbatus on April 17, 2016, 05:43:33 PM
Just FYI, the recipes for packing canned foods are incorrect. Making a crate of veggie or meat cans takes 375 of the appropriate can, and unpacking the resulting crate will only produce 75 cans, according to the recipies.

Super quick fix on my end, but thought I'd mention it for the next update.

Nice find! Yeah when I started looking at the code there for the cans, it drew my attention to another issue. I fixed the packing just fine but in my testing there seems to be bugs with both the cans of veg/meat themselves and the crate of canned veg/meat. Crate gets crafted just fine, but tossing out errors when trying to drop the crate after carrying it from the bench to the stockpile. Also the canned food they were consuming all of the cans available if that was the only food source cause the nutrition values were set wrong.

Just need to get those things fixed to push out the update. Fixed the cans nutrition rate I think...(I may tweak this later with more testing) but the crate code for the cans of food is different and not sure why, most likely just the graphic but it looks incomplete or something.

If all goes well and no huge complication update should be out later today.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02 (4/23/2016)
Post by: l2evy on April 23, 2016, 04:01:13 AM
Going to start reply'n the changes for updates from now on when it was complete, to go along with the changelog.

4/23/16: 1.01 > 1.02
-Fixed the facepalm xml version edit...*facepalm again*
-Fixed a crate packing error with veg/meat cans (wrong packing number).
-Fixed meat/veg food can nutrition values, value was incorrectly set above the limit which made it 0. (May need balanced)
-Fixed error with meat/veg food can crates. After crafting got stuck in a loop of not able to place anywhere.
-The workbenches are now flickable.

*~Next Update 1.03 Plans: Still unknown status on the sub menu ability for workbenches. I will post in the mod
help section sometime to clarify but I think it may not be possible. More graphics and maybe support for a few
things from the new updates 12 and 13, meat and materials from the animals. Might go over a few balance changes
like the steel crates getting added to the value of the crates of goods.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02 (4/23/2016)
Post by: WaYa on April 23, 2016, 02:55:51 PM
great concept but here's a bug:  when making canned food the colonists seem to pick up a lot as part of their inventory (like they would with say "fine meal" but instead of 1 they might pick up over 100)  sorta makes it hard to build up or even put orders to crate them.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02 (4/23/2016)
Post by: l2evy on April 23, 2016, 07:16:11 PM
Quote from: WaYa on April 23, 2016, 02:55:51 PM
great concept but here's a bug:  when making canned food the colonists seem to pick up a lot as part of their inventory (like they would with say "fine meal" but instead of 1 they might pick up over 100)  sorta makes it hard to build up or even put orders to crate them.

Yep, I have duplicated this myself just now and get a weird error. I think they are going to pickup 1 and get stuck in a loop. I will look more into it and try to figure it out.

*Edit*
Fixed and uploading the hotfix now.

*Edit 2*
Hotfix Uploaded and applied to main post. They should now only pick up 1 can if that is all there is. The priority for the canned food is the same as raw food so they should not pickup a can for later if there is actual meals available. If there is no meal they should eat the canned food before they eat raw food, and pickup a single can for later consumption.

I tested and verified they picked up one can. Nothing else has changed to they should prioritize fine but I will do more testing on that aspect later.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: WaYa on April 23, 2016, 08:24:00 PM
Quote from: Ryoichi on April 23, 2016, 07:16:11 PM
Quote from: WaYa on April 23, 2016, 02:55:51 PM
great concept but here's a bug:  when making canned food the colonists seem to pick up a lot as part of their inventory (like they would with say "fine meal" but instead of 1 they might pick up over 100)  sorta makes it hard to build up or even put orders to crate them.

Yep, I have duplicated this myself just now and get a weird error. I think they are going to pickup 1 and get stuck in a loop. I will look more into it and try to figure it out.

*Edit*
Fixed and uploading the hotfix now.

*Edit 2*
Hotfix Uploaded and applied to main post. They should now only pick up 1 can if that is all there is. The priority for the canned food is the same as raw food so they should not pickup a can for later if there is actual meals available. If there is no meal they should eat the canned food before they eat raw food, and pickup a single can for later consumption.

I tested and verified they picked up one can. Nothing else has changed to they should prioritize fine but I will do more testing on that aspect later.
yeah it's still doing it.  I just canned a bunch of food and some have taken 60+ cans again.  (and I did go through them all to drop any they initially had)

post update: the part where the hauler would drop then pick it up into the inventory does seem fixed, now it seems at random even if hauling something else, other colonists will pick it up into their inventory
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: l2evy on April 23, 2016, 10:16:57 PM
Quote from: WaYa on April 23, 2016, 08:24:00 PM
yeah it's still doing it.  I just canned a bunch of food and some have taken 60+ cans again.  (and I did go through them all to drop any they initially had)

post update: the part where the hauler would drop then pick it up into the inventory does seem fixed, now it seems at random even if hauling something else, other colonists will pick it up into their inventory

Oh it is doing it other places? I only noticed when they got hungry and went to eat they just grabbed a ton in their inventory and did not stop until they got it all. When I fixed that I tested by starting new colony, tossing down some canned food in dev mode and then dropping the hunger. They ate 1 can and grabbed a single can for later and all was good. Time for more testing to see if I can reproduce the issue. Will report back in a bit. Thanks for the reports!

*Edit*
Yes can confirm at what seems like random they go and start hoarding cans of food in their inventory...More investigating to find the cause.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: WaYa on April 23, 2016, 10:40:45 PM
Quote from: Ryoichi on April 23, 2016, 10:16:57 PM
Quote from: WaYa on April 23, 2016, 08:24:00 PM
yeah it's still doing it.  I just canned a bunch of food and some have taken 60+ cans again.  (and I did go through them all to drop any they initially had)

post update: the part where the hauler would drop then pick it up into the inventory does seem fixed, now it seems at random even if hauling something else, other colonists will pick it up into their inventory

Oh it is doing it other places? I only noticed when they got hungry and went to eat they just grabbed a ton in their inventory and did not stop until they got it all. When I fixed that I tested by starting new colony, tossing down some canned food in dev mode and then dropping the hunger. They ate 1 can and grabbed a single can for later and all was good. Time for more testing to see if I can reproduce the issue. Will report back in a bit. Thanks for the reports!

*Edit*
Yes can confirm at what seems like random they go and start hoarding cans of food in their inventory...More investigating to find the cause.

it's just a guess but know how with the normal meals the colonists like having one in their inventory?  maybe they are trying to do the same endlessly with the cans?
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: l2evy on April 23, 2016, 10:53:01 PM
Quote from: WaYa on April 23, 2016, 10:40:45 PM
it's just a guess but know how with the normal meals the colonists like having one in their inventory?  maybe they are trying to do the same endlessly with the cans?
I may have fixed it. I wrote an entire new base and cleaned it up, then set the resourceReadoutPriority from medium to last, also changed the category. I reloaded a current save where they were stuffing their pockets full of cans and they all stopped and wandered off for a long time now. I will attach the fix here for you to try out too see if you can reproduce the error again. I gave them a TV, Pool Table, and tons of cans, will monitor and let it run awhile, then start a new save and try again.

File path for this file is Storage Crates > Defs > ThingDefs

[attachment deleted by admin - too old]
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: WaYa on April 23, 2016, 11:01:55 PM
Quote from: Ryoichi on April 23, 2016, 10:53:01 PM
Quote from: WaYa on April 23, 2016, 10:40:45 PM
it's just a guess but know how with the normal meals the colonists like having one in their inventory?  maybe they are trying to do the same endlessly with the cans?
I may have fixed it. I wrote an entire new base and cleaned it up, then set the resourceReadoutPriority from medium to last, also changed the category. I reloaded a current save where they were stuffing their pockets full of cans and they all stopped and wandered off for a long time now. I will attach the fix here for you to try out too see if you can reproduce the error again. I gave them a TV, Pool Table, and tons of cans, will monitor and let it run awhile, then start a new save and try again.

File path for this file is Storage Crates > Defs > ThingDefs

This all does give an idea for a new colonist trait:  Horder.  Affects: non-parishable foods and small art work will randomly be relocated close to the horder's bed.

So far the fixed file is working properly.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: l2evy on April 23, 2016, 11:16:57 PM
Quote from: WaYa on April 23, 2016, 11:01:55 PM
This all does give an idea for a new colonist trait:  Horder.  Affects: non-parishable foods and small art work will randomly be relocated close to the horder's bed.

Haha yeah really...about 10 days with this fix and good sofar so I will start working on packaging it up. While I am at it I noticed the rate for cans was low and you do not get the cans back when you eat. There was mention of steel rates being too stiff at 6 steel per 2 plates, and a plate only got you 2 cans so I made some balance changes to steel plate cost, steel plates produced, and cans produced for version 1.03. Hopefully that is all the strange bugs squished and more affordable rates until I can make all the graphics and write the new code for the renewable wood alternative, then balance everything out.

I should have 1.03 up around midnight ET.
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: WaYa on April 23, 2016, 11:27:29 PM
Quote from: Ryoichi on April 23, 2016, 11:16:57 PM
Quote from: WaYa on April 23, 2016, 11:01:55 PM
This all does give an idea for a new colonist trait:  Horder.  Affects: non-parishable foods and small art work will randomly be relocated close to the horder's bed.

Haha yeah really...about 10 days with this fix and good sofar so I will start working on packaging it up. While I am at it I noticed the rate for cans was low and you do not get the cans back when you eat. There was mention of steel rates being too stiff at 6 steel per 2 plates, and a plate only got you 2 cans so I made some balance changes to steel plate cost, steel plates produced, and cans produced for version 1.03. Hopefully that is all the strange bugs squished and more affordable rates until I can make all the graphics and write the new code for the renewable wood alternative, then balance everything out.

I should have 1.03 up around midnight ET.

Maybe in a future (2.0) version you could have both "canning jars" and "steel cans" where the canning jars take more to make but are reusable and the steel cans just drop steel?
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: l2evy on April 24, 2016, 12:50:34 AM
4/24/16 1.02a > 1.03
-Fixed crazy hording colonist bug with the food cans....for good this time..hopefully
-Fixed canning food to use 2 cans and give 2 cans instead of taking 1 can and magically making 2
-Changed Steel requirements for making Steel Plates, Now uses 4 steel and makes 5 plates
-Changed Steel Plate requirements for making Empty Cans, Now uses 1 plate and makes 25 empty cans
-Changed Basic/Food Packing benches to benefit from Tool cabinet's and also enabled breakdowns (Will balance work time soon).
-Added changelog.txt to mod folder for anyone who wishes to just download and read a txt file after.

*~Next Update 1.04 Plans: This was a sooner update than planned due to some bugs needing fixed. Next update is unknown
at this point but maybe more balance changes. Will go back to brainstorming about graphics changes, wooden crates, and
other things. Will try and do a bigger update provided no bugs, and maybe release everything all at once.

Quote from: WaYa on April 23, 2016, 11:27:29 PM
Maybe in a future (2.0) version you could have both "canning jars" and "steel cans" where the canning jars take more to make but are reusable and the steel cans just drop steel?

Well I already use a mod called Vegetable Garden and they might want to add in jarring food at some point as it would make more sense there and I don't want to discourage a nice feature from such a good mod. They already have canning food in there. Really this mod's focus is crates and storage compression and when I started maintaining the 1.0 version they already had the food cans in. I may or may not leave in the food cans for legacy reasons but I might change how food is stored.

I could change from cans to some kind of plastic. Could link that into a growable renewable resource. Then crate up the meals for storage. Maybe put a survivalist feel to it where you are essentially packaging little homemade MRE's with a long shelflife. I always liked the theme of this mod being sort of like a prepper. I do want to make wooden little baskets of food that decay at the same rate as the food, so you can still have the farmer feeling. You take them to a workbench and put them in a barrel or basket and in the freezer they go to remain fresh. I used to use a old mod for this purpose, it had cool looking baskets the food could be put in like shelves but that was long ago and I think the author stopped updating it. I may look about adding something like that, or maybe just go the crate route and give it a graphic of a open barrel or basket with the produce so you will know its not preserved just collected into the basket for smaller storage, maybe set them max stacking of 15-20 for more realism. Which brings up another point I am not so sure stacking a crate of 75 items 75 times is great for balance. Sure it may be fine for smaller items but I may nerf larger items in the future based on the public opinion about it.

As always, feedback appreciated! Constructive Crits welcome.

*Edit*
Also thanks abunch WaYa for all the help and finding that bug/testing the fix! I appreciate it bunches!
Title: Re: [A13] Storage Crates (formerly Resource Kompression) v1.02a Hotfix (4/23/2016)
Post by: WaYa on April 24, 2016, 02:30:20 AM
Quote from: Ryoichi on April 24, 2016, 12:50:34 AM
4/24/16 1.02a > 1.03
-Fixed crazy hording colonist bug with the food cans....for good this time..hopefully
-Fixed canning food to use 2 cans and give 2 cans instead of taking 1 can and magically making 2
-Changed Steel requirements for making Steel Plates, Now uses 4 steel and makes 5 plates
-Changed Steel Plate requirements for making Empty Cans, Now uses 1 plate and makes 25 empty cans
-Changed Basic/Food Packing benches to benefit from Tool cabinet's and also enabled breakdowns (Will balance work time soon).
-Added changelog.txt to mod folder for anyone who wishes to just download and read a txt file after.

*~Next Update 1.04 Plans: This was a sooner update than planned due to some bugs needing fixed. Next update is unknown
at this point but maybe more balance changes. Will go back to brainstorming about graphics changes, wooden crates, and
other things. Will try and do a bigger update provided no bugs, and maybe release everything all at once.

Quote from: WaYa on April 23, 2016, 11:27:29 PM
Maybe in a future (2.0) version you could have both "canning jars" and "steel cans" where the canning jars take more to make but are reusable and the steel cans just drop steel?

Well I already use a mod called Vegetable Garden and they might want to add in jarring food at some point as it would make more sense there and I don't want to discourage a nice feature from such a good mod. They already have canning food in there. Really this mod's focus is crates and storage compression and when I started maintaining the 1.0 version they already had the food cans in. I may or may not leave in the food cans for legacy reasons but I might change how food is stored.

I could change from cans to some kind of plastic. Could link that into a growable renewable resource. Then crate up the meals for storage. Maybe put a survivalist feel to it where you are essentially packaging little homemade MRE's with a long shelflife. I always liked the theme of this mod being sort of like a prepper. I do want to make wooden little baskets of food that decay at the same rate as the food, so you can still have the farmer feeling. You take them to a workbench and put them in a barrel or basket and in the freezer they go to remain fresh. I used to use a old mod for this purpose, it had cool looking baskets the food could be put in like shelves but that was long ago and I think the author stopped updating it. I may look about adding something like that, or maybe just go the crate route and give it a graphic of a open barrel or basket with the produce so you will know its not preserved just collected into the basket for smaller storage, maybe set them max stacking of 15-20 for more realism. Which brings up another point I am not so sure stacking a crate of 75 items 75 times is great for balance. Sure it may be fine for smaller items but I may nerf larger items in the future based on the public opinion about it.

As always, feedback appreciated! Constructive Crits welcome.

*Edit*
Also thanks abunch WaYa for all the help and finding that bug/testing the fix! I appreciate it bunches!

yeah.  there's always breaking off the canning and creating a new mod in general too.

another thing that'd be nice to have but tedious to make is a way to box up all those textiles.  when the defenses take out a few dozen manhunters those tend to build up really fast, or if I build up a massive cattle farm.
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: WaYa on April 26, 2016, 05:17:41 AM
another slight error I found:  your gold crate value is currently set to 1200 instead of 7500.  i'm guessing you were going to change the stack to 80 like uranium?

update: a couple labels that are slightly off:
    <label>Un-pack Meat Can Crate (15)</label>
    <label>Un-pack Vegetables Can Crate (15)</label>
the actual unpack can count is correct on those two listings
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: mrofa on April 26, 2016, 12:54:05 PM
Regarding the force unpack, it was unfinished feature, dunno why/how it made into realese.
General idea of it was that either you can spend crafting time and retain metal plates from the box, or use force unpack to loose the plates.
So basicly it would just create the resources from the crate on the spot no need for colonist to take it back to bench
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: WaYa on April 26, 2016, 09:58:38 PM
Quote from: mrofa on April 26, 2016, 12:54:05 PM
Regarding the force unpack, it was unfinished feature, dunno why/how it made into realese.
General idea of it was that either you can spend crafting time and retain metal plates from the box, or use force unpack to loose the plates.
So basicly it would just create the resources from the crate on the spot no need for colonist to take it back to bench

Do you have access to the uncompiled dll? if you do have the original project it should be a simple enough fix.  (i'd try doing it myself but I can't get it to decompile in a way that I can recompile it with any changes)
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: l2evy on April 27, 2016, 05:26:07 AM
Yes the uncompiled dll would be great. I tried to decompile so I could move away from the dll so I could get access to force unpack among other things awhile back. There was other mods I have seen that moved away from DLLs and retained the same features, not sure if that is possible with this but that would be cool and worth doing if so.

I have been meaning to do a new github just not got around to it yet so WaYa (and anyone else) can contribute if they wish, or just look at the changes I do either way. I welcome any and all help.

I recently have had less time to do stuff but I do try and work on it when I can so when I do get time to play the game, the mod will be ready and functioning.

I was ill the past few days and while laying in bed I went over all of the code and cleaned it up ready for github though. All of my sloppy edits and bad spacing. I have fixed the typos mentioned too in the earlier post. I am not sure if that warrants a new version so I will do a small version change just for the cleaner code, typo fixes and github upload in the near future.

Quote from: WaYa on April 24, 2016, 02:30:20 AM
another thing that'd be nice to have but tedious to make is a way to box up all those textiles.  when the defenses take out a few dozen manhunters those tend to build up really fast, or if I build up a massive cattle farm.

Textiles support is planned, as is everything from Alpha 12 and 13 I will get to work on it soon. I may need to do more benches if it goes off the page, maybe it will scroll if it gets that far not sure. I did post in the Mods > Help section but nobody seems to have any idea or the common consensus is just split up the items across different workbenches. I will come up with something, but any ideas are welcome too. I just do not want to end up with like 6 different workbenches people would need to do all the different items, and more as time goes on and new items added.

Maybe if we can get access to the dll we can use how it switches modes to switch item modes too perhaps, switch between textiles, minerals, ect. That would be great and if I know the code right for how packing/unpacking mode works, it just morphs it into another workbench that way. I could just utilize that, make other workbenches and have a mode switch for it. Maybe just use one workbench universal graphic, then a button to switch to all the resource types, then packing/unpack mode for it. Seems that might work in my head at least. Then it would not affect people who like to have workbenches for each thing so it will remember their orders, as you can place them, set them and never change it, then do the same for anything else.
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: WaYa on April 27, 2016, 08:58:44 AM
Quote from: Ryoichi on April 27, 2016, 05:26:07 AM
Yes the uncompiled dll would be great. I tried to decompile so I could move away from the dll so I could get access to force unpack among other things awhile back. There was other mods I have seen that moved away from DLLs and retained the same features, not sure if that is possible with this but that would be cool and worth doing if so.

I have been meaning to do a new github just not got around to it yet so WaYa (and anyone else) can contribute if they wish, or just look at the changes I do either way. I welcome any and all help.

I recently have had less time to do stuff but I do try and work on it when I can so when I do get time to play the game, the mod will be ready and functioning.

I was ill the past few days and while laying in bed I went over all of the code and cleaned it up ready for github though. All of my sloppy edits and bad spacing. I have fixed the typos mentioned too in the earlier post. I am not sure if that warrants a new version so I will do a small version change just for the cleaner code, typo fixes and github upload in the near future.

Quote from: WaYa on April 24, 2016, 02:30:20 AM
another thing that'd be nice to have but tedious to make is a way to box up all those textiles.  when the defenses take out a few dozen manhunters those tend to build up really fast, or if I build up a massive cattle farm.

Textiles support is planned, as is everything from Alpha 12 and 13 I will get to work on it soon. I may need to do more benches if it goes off the page, maybe it will scroll if it gets that far not sure. I did post in the Mods > Help section but nobody seems to have any idea or the common consensus is just split up the items across different workbenches. I will come up with something, but any ideas are welcome too. I just do not want to end up with like 6 different workbenches people would need to do all the different items, and more as time goes on and new items added.

Maybe if we can get access to the dll we can use how it switches modes to switch item modes too perhaps, switch between textiles, minerals, ect. That would be great and if I know the code right for how packing/unpacking mode works, it just morphs it into another workbench that way. I could just utilize that, make other workbenches and have a mode switch for it. Maybe just use one workbench universal graphic, then a button to switch to all the resource types, then packing/unpack mode for it. Seems that might work in my head at least. Then it would not affect people who like to have workbenches for each thing so it will remember their orders, as you can place them, set them and never change it, then do the same for anything else.

Yeah.  I can mostly get it to decompile but it's imperfect.   From what I can see on the function for the forced unpack, it appears that it was originally designed so if you forced it open you'd not only not get back the materials but it intended to loose some of the contents.  the bug that makes it loose anything in the stack is how the game handles stacks to begin with.  a stack is really a single object with a counter, and the bug in the dll is that it runs a command to destroy the object where what it needed was a check to see if there is more than one in a stack so it'd reduce the stack by one if it's over 1.

from what i'm getting on how it'd loose materials when forcing it to unpack is it was based on all stacks being 75.  it'd first generate a random number 1-100, and if it was over 75 it'd change to another random number from half the stack to the full stack and the unpacked value being the result from that. 

if I were to rewrite that part i'd either add to the crate the function that makes it degrade over time if outside and base on how much you get from forcing it open on how far it has degraded, or change the randomizer so the return value is anything from 30% to 100% of the initial stack.  using the system of degrading it over time would actually make more sense and the purpose of the workbench would be to get a full return back and not a partial.

the problem with decompilers from what I can see is it messes up how it deals with a lot of variables and how the operators are called.  like, instead of being what it supposed to be it'd change it to base.whatever.  among other oddities.

As far as switching modes go on the workbench that is something i'd probably change how it functions entirely.  I'd change it so you have a single workbench with two initial options:  pack or unpack, then like say the smith bench, you'd check off the different items.  it'd simplify the workbench in any coding and give it more functionality.  (like say you want it to crate everything within a short range you can just have all the boxes checked and let it go on endless)  Unlike doing the canning, the shipping workbench had a LOT of animation detail put into it.  to retain the detail you'd be forced to using the workbench switching option or rewriting it to having 2 separate workbenches. and to say, most of the small details in it is overlooked.

if I were to rewrite it (I havn't done dll mods before) i'd change it so you'd only have a workbench for packing.  i'd also add in the feature so it slowly degrades if left outside, or can spoil if it's a perishable food item.
I'd change the unpacking to work similar to how the current force unpack works.  The difference is that the unpacking results would be based on how far it has degraded.  (if it's degraded less than 10% you'd get 100% back, otherwise you'd get back a percentage based on the hp minus the first 10%) and it'd have to unpack food giving it the value from the spoilage tracker if it's perishable. finally it'd have to require a pawn to go to the crate to do the unpacking.  (right now force unpacking is like having the hand of got reaching down and opening the crate)
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: WaYa on April 27, 2016, 08:55:54 PM
another small balance thing I noticed:  all values on crates should be increased by 60:  need to include the value of the 6 steel plates.

also be good to add crates of steel plates, and crates of cans, and recipe's that can melt down the two back into steel. (if 4 steel makes 5 plates maybe 3 plates could be melted down to 2 steel so there's a slight metal loss? and something similar for the cans?)
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: Ipushnoobs on May 19, 2016, 07:53:25 AM
great mod thanks for it but I seem to notice that when a colonist can't carry 75 items or more at once then they only use use their max carry limit when crating the items and when its opened you get 75. In my case I was getting an extra 10 every time it happened


[attachment deleted by admin - too old]
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: pktongrimworld on August 24, 2016, 01:08:39 PM
anychance this gets updated to A14? :D
Title: Re: [A13] Storage Crates v1.03 (4/24/2016)
Post by: l2evy on August 28, 2016, 12:41:10 PM
Quote from: pktongrimworld on August 24, 2016, 01:08:39 PM
anychance this gets updated to A14? :D

Working on it currently, I got the DLL took apart and going through all the code now.

There have been a few tricky changes from 13 > 14. Special meat is now a label tag put on standard meat so I have no idea how to work that into storage or if it is possible with the current code. For example the way I think it will work currently is you can pack up 75 Insect meat into a crate, when you unpack it (provided no crash) it will just give you back 75 normal meat, losing the insect label. That would make putting meat in a crate mostly worthless. For now I am just trying to get the main bulk of the mod working, I can disable specialty meat for now.

I would say I am 90% done to a first real playtest for bug finding. Maybe I will get it finished today and mostly updated to 14. If I do release the new version for 14 with special meat disabled, future update to fix should (in theory) not affect previous saves so you can just update the mod when it's complete finished and start packing/unpacking meat again as per normal, no need to restart.

Also with the next release I will be dumping everything onto github (including the decompiled DLL) so if anyone wants to help contribute they can and will be credited accordingly. I may even do that early ahead of time...since I keep getting sidetracked.

Quote from: WaYa on April 27, 2016, 08:55:54 PM
another small balance thing I noticed:  all values on crates should be increased by 60:  need to include the value of the 6 steel plates.

also be good to add crates of steel plates, and crates of cans, and recipe's that can melt down the two back into steel. (if 4 steel makes 5 plates maybe 3 plates could be melted down to 2 steel so there's a slight metal loss? and something similar for the cans?)

Noted down to be edited and fixed! Thanks for the report. I will check into a slight loss and maybe melting plates back into steel at a later date when I get support for 14 working.

Quote from: Ipushnoobs on May 19, 2016, 07:53:25 AM
great mod thanks for it but I seem to notice that when a colonist can't carry 75 items or more at once then they only use use their max carry limit when crating the items and when its opened you get 75. In my case I was getting an extra 10 every time it happened


Ah Interesting, Soon as I get support for 14 in place I will take a quick look at this! Thanks for the report.
(Edit: I have looked into this issue and determined it is a core bug with numerous reports of this and other variations already. Tynan and crew will fix it in time.)

*Edit*: I changed my name to l2evy to match my Github.

*Edit #2: Shaped up the main topic abit, Fixed and added Github. While I was messing around coding and ready to push a Alpha 14 Test ...Alpha 15 was released...lol. Looks like I got more work to do but for now, relax and sleep and let any hotfixes for the new alpha get situated. If all goes well, Alpha 15 update for the mod tomorrow!
Title: Re: [A15] Storage Crates v1.15.0 (8/29/2016)
Post by: l2evy on August 30, 2016, 12:42:33 AM
Alpha 14 I setup and put it in the new Dropbox Archive Folder link (For people who do not want to come to Alpha 15 yet but still wanna store things) and updated the current main 3 links to Alpha 15.

Sorry for my long absence from 13 > Now, Had alot on my plate I hope to have more time to play around with the mod and overhaul the graphics for the crates and add more item support.

I tossed both the code and decompiled dll on GitHub so if anyone wants to tinker around feel free.

I had a little to drink and rather tired so my testing was quick and wanted to finish getting it released...if I missed a bug I am sorry please report and I will get on it soon as I wake up. Testing was done on the latest as of now ( 0.15.1280 ) AKA Alpha 15b

NOTE: Need to fix the bug Ipushnoobs mentioned about colonist with lower than full carry limit of 75 and opening crates.

------Changes----------
8/29/16 1.14.0 > 1.15.0
-Updated Mod for Alpha 15

8/29/16 1.03 > 1.14.0
-Updated Mod for Alpha 14
-Version number change, 1.XX.Y, XX= Game Version, Y=Mod Version Number
-Removed option to pack/unpack mega scarab meat due to Alpha 14 meat system slight change, may be fixed in later update
Title: Re: [A15] Storage Crates v1.15.0 (8/29/2016)
Post by: TuefelHundenIV on August 30, 2016, 02:10:46 AM
Just a heads up. In the mod loader it still says it is for version .14. 

I did make sure to download from one of the top three links.  The file is labeled as .15 after download.
Title: Re: [A15] Storage Crates v1.15.0 (8/29/2016)
Post by: Deimos Rast on August 30, 2016, 03:06:01 AM
ty 4 update ;D
Title: Re: [A15] Storage Crates v1.15.0 (8/29/2016)
Post by: l2evy on August 30, 2016, 10:24:54 AM
Quote from: TuefelHundenIV on August 30, 2016, 02:10:46 AM
Just a heads up. In the mod loader it still says it is for version .14. 

I did make sure to download from one of the top three links.  The file is labeled as .15 after download.

Oh yep, sorry about that, it is actually 15 I fixed the links now (was pointing to the wrong file that I missed the version edit on), all should be working now if you redownload. Sorry for the inconvenience.
Title: Re: [A15] Storage Crates v1.15.0 (8/29/2016)
Post by: TuefelHundenIV on August 30, 2016, 04:41:34 PM
That seems to have cleared it up.  Thanks.
Title: Re: [A15] Storage Crates v1.15.0 (8/29/2016)
Post by: l2evy on August 30, 2016, 08:21:36 PM
After abit more indepth testing just now I found a bug with reloading saves. It causes both benches for Normal and Food to lose the texture, but they still function just fine.

I would guess this happens on both Alpha 14 and 15.

I will be pushing out a fix for it as I think I know what it is, might take me some time though as I think it is in the DLL.

I have been working on support for the new Drugs but ran into this bug. I will make the bugfix a priority ASAP.

*Edit* I am done mostly with fixing one of the bugs, the other needs the next game hotfix Tynan is already aware of it.
I will update the links, new reply and changelog when I get everything together shortly.
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drugs Support Added]
Post by: l2evy on August 31, 2016, 06:58:04 PM
8/31/16 1.15.0 > 1.15.1
-WARNING: This release will work ONLY for Alpha 15C and Forward! It will not work with Alpha 15 or 15b.
-Fixed issue in the DLL which caused textures to bug when reloading from a save (BIG THANKS to mrofa and others on the mod help topic)
-Added Support for Drugs


If anyone has any issues let me know. I do not own the game on steam to test with the unstable branch. I will be around a few more hours for if anyone has any feedback if something should go wrong. (Until 1AM ET or so most likely)

The reason for incompatibility for 15 and 15b is a bug in the core game which should be fixed in 15c and going foward.
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drugs Support Added]
Post by: Deimos Rast on August 31, 2016, 09:11:23 PM
steam bro here; will test with unstable branch. I'm looking for "textures that bug on reloading a save" ?

EDIT:
Tested it with the Unstable branch on Steam, and I have bad news: I don't think it worked.
- Loading with just this mod active and Core (in dev mode) gives a long list of errors: "AgaveCrate already has short hash" for what seems every crate (see first two screenshots).
- BeaverMeatCrate is spelled BeverMeatCrate.
- Things seem to work fine in game. However, on reloading a save, the icon for "Force Unpack" becomes the "RedX" until you spawn a new crate in, at which point it updates and correctly displays the proper icon. (see last screenshot)

This is with the latest version, from the changelog: 1.15.1.

http://imgur.com/LcKo9ZZ (http://imgur.com/LcKo9ZZ)
http://imgur.com/nWseg8u (http://imgur.com/nWseg8u)
http://imgur.com/TZZRdRJ (http://imgur.com/TZZRdRJ)
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drugs Support Added]
Post by: l2evy on August 31, 2016, 09:50:00 PM
Quote from: Deimos Rast on August 31, 2016, 09:11:23 PM
steam bro here; will test with unstable branch. I'm looking for "textures that bug on reloading a save" ?

EDIT:
Tested it with the Unstable branch on Steam, and I have bad news: I don't think it worked.
- Loading with just this mod active and Core (in dev mode) gives a long list of errors: "AgaveCrate already has short hash" for what seems every crate (see first two screenshots).
- BeaverMeatCrate is spelled BeverMeatCrate.
- Things seem to work fine in game. However, on reloading a save, the icon for "Force Unpack" becomes the "RedX" until you spawn a new crate in, at which point it updates and correctly displays the proper icon. (see last screenshot)

This is with the latest version, from the changelog: 1.15.1.

http://imgur.com/LcKo9ZZ (http://imgur.com/LcKo9ZZ)
http://imgur.com/nWseg8u (http://imgur.com/nWseg8u)
http://imgur.com/TZZRdRJ (http://imgur.com/TZZRdRJ)

Awesome! I will get to work on fixing it again then. Thanks abunch for the nice report!

*Edit* If you are still available, could you try replacing the dll with this new version I am attaching and see if the red box goes away? The hash issue may or may not fix as that is a in dev fix currently Tynan is working on with the unstable build. This has a fix for the red box you linked in screenshot 3 and also a test for fixing the force unpack option (longstanding bug if you unpack 2 or more crates at the same time you only get 75 back). The crate typo will be fixed in the final 1.15.1a hotfix release.

Edit: Removed attachment: Redundant
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: dismar on August 31, 2016, 11:26:04 PM
I have an non-dll version of this that for my Veggies only. lol think about all the copy pasting and xml coding i did to make it work! :)
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: deliveryservice on September 01, 2016, 06:18:52 AM
Bug report 1/9/16
- It seems messing up the cost of all craft-able structures in-game,
- When I deconstruct a steel wall it yields wood. it seems all things yields wood instead their actual vanilla composition, which by the way also wood by now. good side is that I could produce all the turrets with 25 woods alone.
- And for exactly similar quantity to make for any craft-able structures (benches are building itc.)

Um well after endgame tier reached it seems my deep drillers dig up "beers" as resource.
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: deliveryservice on September 01, 2016, 06:21:02 AM
Quote from: dismar on August 31, 2016, 11:26:04 PM
I have an non-dll version of this that for my Veggies only. lol think about all the copy pasting and xml coding i did to make it work! :)

It would make me happier. Can I download it?
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: l2evy on September 01, 2016, 11:40:01 AM
Quote from: deliveryservice on September 01, 2016, 06:18:52 AM
Bug report 1/9/16
- It seems messing up the cost of all craft-able structures in-game,
- When I deconstruct a steel wall it yields wood. it seems all things yields wood instead their actual vanilla composition, which by the way also wood by now. good side is that I could produce all the turrets with 25 woods alone.
- And for exactly similar quantity to make for any craft-able structures (benches are building itc.)

Um well after endgame tier reached it seems my deep drillers dig up "beers" as resource.

Interesting...I think maybe it was the the attempted fix to Force Unpack that cause it. I am doing some testing and see if I can find out what is up.

Quote from: dismar on August 31, 2016, 11:26:04 PM
I have an non-dll version of this that for my Veggies only. lol think about all the copy pasting and xml coding i did to make it work! :)

So you tore down the whole DLL from this mod? I have considered doing that before. If it functions the same with not much extra work with changing things I might wanna take a look at it if that's cool.

*Edit* Here is the the fix for the dismantle strangeness, it was infact the slight change to force unpack that caused it.

*Edit: Removed Attachment - Redundant
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: Deimos Rast on September 01, 2016, 01:34:49 PM
wait...drills digging up beer, how is that a bad thing?!
All my testing, and you patch the wrong bug ;D
We want free beer!
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: l2evy on September 01, 2016, 01:39:38 PM
Quote from: Deimos Rast on September 01, 2016, 01:34:49 PM
wait...drills digging up beer, how is that a bad thing?!
All my testing, and you patch the wrong bug ;D
We want free beer!


LOL That is exactly what I was thinking *Shoves original DLL in a secret folder for later use*

I just bought the game on Steam though. DRM Free is cool and all but I decided to get the Steam version as well so I can just keep up with the mod on the workshop with the added benefit of everyone elses mods i play with auto updating.

Setting everything up now ^_^
Title: Re: [A15c] Storage Crates v1.15.1 (8/31/2016) [Drug Support Added]
Post by: Deimos Rast on September 01, 2016, 04:19:38 PM
one of us, one of us!
I have to give you credit, you're incredibly dedicated to fixing this.
That's the main reason I went out of my way to help, even though I have yet to use the mod (it's on The List though!).
I have to say, they need an "Enable all mods" feature, as clicking check marks 100+ times gets old fast. Or an enable "preset modlist."
;D
Title: Re: [A15c] Storage Crates v1.15.1a (9/1/2016) [Drug Support Added]
Post by: l2evy on September 01, 2016, 07:23:44 PM
Quote from: Deimos Rast on September 01, 2016, 04:19:38 PM
one of us, one of us!
I have to give you credit, you're incredibly dedicated to fixing this.
That's the main reason I went out of my way to help, even though I have yet to use the mod (it's on The List though!).
I have to say, they need an "Enable all mods" feature, as clicking check marks 100+ times gets old fast. Or an enable "preset modlist."
;D

Why thank you Deimos ^_^. It is one of my main mods I feel lost without it so it is a real high priority and influences development. I can say now though that this version SHOULD be back to normal for awhile and I can work on more item support. Past few days though have been rough...I got back in touch with mrofa sensei though and he has helped me quite a lot where I got stuck.

New Hotfix for Alpha 15c (0.15.1283) Released!
Download Links Updated.

9/1/16 1.15.1 > 1.15.1a
-Hotfix for Force-Unpack graphic not being loaded correctly
-Fixed a typo with a backend crate name
-Added in a Preview.png file for the mod selection window.
-Changed the rest of the references to Ryoichi > l2evy
Title: Re: [A15c] Storage Crates v1.15.1a (9/1/2016) [Drug Support Added]
Post by: l2evy on September 04, 2016, 05:15:11 PM
With the growing number of meat labels and all meat essentially so far being worth the same value ($2.70). I have made a change to the code to take all meat and render into Processed Meat at a butcher table (has all the same values as all raw meat does currently).

You can then take the Processed Meat in a stack of 75 and place into a crate as you would any other meat until this point.

Should any change to meat values occur or special meat properties that play into meals, I shall make those separate again.

Shortly I will push an update to this mod to add in the Processed Meat and Processed Meat Crate. Currently I plan to remove specific meat crate types in a few days. Removing them would make for a much smaller menu. This change will also ensure future meat compatibility where anything defined as raw meat will turn into prepared meat to then be placed inside a crate.

Any objections to this feature please reply and voice your thoughts on the matter.
Title: Re: [A15c] Storage Crates v1.15.2 (9/4/2016) [Universal Meat support Added]
Post by: l2evy on September 04, 2016, 07:48:24 PM
Pushed out 1.15.2 to Steam Workshop and here.
I am not using Mega/Drive options for the time being as link tracking data shows 90%+ used Dropbox
I did add a direct download option for people who wanna get it now and prefer not to go through 2 links.

Gimme feedback on the meat merge if it is good or horrible choice.
Again I decided to do it so it would be more compatible with other mods with raw meat and any future creatures. It also makes the menu cleaner and less cluttered. Also the meat really is the same for everything aside from a title (value, properties, ect). From a code standpoint it is easier too as meat is a generated item not a static item, which makes tracking down the def name a pain.

Unpacking is still working so people can unpack their crates to merge to the new system to not screw up their saves.
I will give it a few days until I remove those options as well.
Quote from: Ipushnoobs on May 19, 2016, 07:53:25 AM
great mod thanks for it but I seem to notice that when a colonist can't carry 75 items or more at once then they only use use their max carry limit when crating the items and when its opened you get 75. In my case I was getting an extra 10 every time it happened
Following up on this issue. I have looked into it and this is a known core bug in the way you described and also other variations (already has the bug reports). Tynan and crew will get it fixed in time.

9/4/16 1.15.1a> 1.15.2
-Added recipe to butcher table to make Processed Meat (25 of Any Raw Meat > 25 Processed Meat)
-Added additional crates: Processed Meat
-Disable specific meat packing.
*NOTICE: The current plan is to remove specific meat type crates.
         Please prepair any savegames by unpacking any specific meat crates
         and merge to the new system by making and crateing the Processed Meat.
         Any feedback on this change please post on the forum. Thanks
Title: Re: [A15c] Storage Crates v1.15.2 (9/4/2016) [Universal Meat support Added]
Post by: Raccoon on September 06, 2016, 11:02:22 AM
I did not test it out yet, but there are Traders who sells / buys crates of stuff? (Maybe Stone/Wood) want to make a Factory. :>
Title: Re: [A15c] Storage Crates v1.15.2 (9/4/2016) [Universal Meat support Added]
Post by: mrsebseb on September 10, 2016, 05:39:36 PM
So, when I load the game I get an error with this mod I get this error:
*Snip*
Nevermind, I'm a moron, don't know how I missed the problem. I blame lack of sleep...

First line of Packing_Recipes.xml was
Quotexml version="1.0" encoding="utf-8" ?>
and not
Quote<?xml version="1.0" encoding="utf-8" ?>
Title: Re: [A15c] Storage Crates v1.15.3 (9/11/2016) [Leather Support Added/Stew recipe]
Post by: l2evy on September 11, 2016, 05:58:24 AM
Quote from: Raccoon on September 06, 2016, 11:02:22 AM
I did not test it out yet, but there are Traders who sells / buys crates of stuff? (Maybe Stone/Wood) want to make a Factory. :>
Traders not looked into but I believe they should pick some up if they do Materials they should have them I think. I will need to check on the requirements for them to show up.

Quote from: mrsebseb on September 10, 2016, 05:39:36 PM
So, when I load the game I get an error with this mod I get this error:
*Snip*
Nevermind, I'm a moron, don't know how I missed the problem. I blame lack of sleep...

First line of Packing_Recipes.xml was
Quotexml version="1.0" encoding="utf-8" ?>
and not
Quote<?xml version="1.0" encoding="utf-8" ?>

uh...I checked the github and I have not edited that line at all in that file so as far as I am aware it was not me. I do not assure it will work if you go editing things or download from modpacks that may/may not have edited the originals I release.
Title: Re: [A15c] Storage Crates v1.15.3 (9/11/2016) [Leather Support Added/Stew recipe]
Post by: l2evy on September 11, 2016, 06:05:06 AM
Released 1.15.3!
Specific meat crates are now fully removed. If you have previous saves with the specific meat crates please hold off on updating until you unpack them all. Don't potentially break your save!
Added in support for most of the bulk leather you will get and a recipe for those meat/veg cans so you can cook them into something you can eat. Cleaned up some of the unused graphics to tidy up.

I will be working more on graphics and maybe see if I can start releasing separate mods as patch ins for Storage Crates to support other mods such as Vegetable Garden now that everything is mostly stable.

9/11/16 1.15.2 > 1.15.3
-Removed Unpacking of Specific Meat Crates to finish migration to new meat packing method.
-Changed name Steel Plates > Steel Crate Plates (may change the name in future)
-Fixed Meat Cans being improperly allowed for Vegetarian consumption.
-Added Vegetable Meat Stew cooking recipe using meat/veg cans, two versions cook 1 or cook 5 (5 is more work efficient)
-Added leather crates for the following:
Deer,Pig,Cow,Turkey,Alpaca,Elk,Elephant,Megatherium,Timberwolf,ArticWolf,FennecFox,RedFox,ArticFox
-Added temporary placeholder texture for leather crates.
-Disabled Force Unpack for the time being.
-Removed Redundant unused graphics
Title: Re: [A15c] Storage Crates v1.15.3 (9/11/2016) [Leather Support Added/Stew recipe]
Post by: mrsebseb on September 11, 2016, 10:19:50 AM
Quote from: l2evy on September 11, 2016, 05:58:24 AM
Quote from: mrsebseb on September 10, 2016, 05:39:36 PM
So, when I load the game I get an error with this mod I get this error:
*Snip*
Nevermind, I'm a moron, don't know how I missed the problem. I blame lack of sleep...

First line of Packing_Recipes.xml was
Quotexml version="1.0" encoding="utf-8" ?>
and not
Quote<?xml version="1.0" encoding="utf-8" ?>

uh...I checked the github and I have not edited that line at all in that file so as far as I am aware it was not me. I do not assure it will work if you go editing things or download from modpacks that may/may not have edited the originals I release.

That's weird, I downloaded the file again, twice from github and twice from dropbox and got the same error message.
I opened the file from the archive and it's correct there. I didn't open the file until after the game threw the error and I've replaced it several times. Yay..... :-\

Anyway, great work on the mod! :)
Title: Re: [A15c] Storage Crates v1.15.3 (9/11/2016) [Leather Support Added/Stew recipe]
Post by: bshow122 on September 14, 2016, 11:31:50 PM
Don't know if this was mentioned at all, but my colonists seem almost 100% insistent on eating processed meat over any other food. I have maybe 50-75 processed meat and 50+ simple meals and they will go for processed meats instead of meals. This would be fine if they didnt eat 100 pieces at a time before getting the same hunger value as other meals. Any idea why they want raw meat over cooked food? (my cooking isnt THAT bad!)
Title: Re: [A15c] Storage Crates v1.15.3 (9/11/2016) [Leather Support Added/Stew recipe]
Post by: DarkSlayerEX on September 16, 2016, 09:46:41 AM
I had a thought about making the unpacking of crates autonomous... If you could find a way to make the packer and unpackers use "plates" as fuel, and have it only drain "fuel" as you craft the crates, you could then make the unpacking output only give the contents of the crate, and use assembly to increase the "fuel" in the machine accordingly. This should allow you to hopefully designate "do until you have x" for unpacking.
Title: Re: [A15c] Storage Crates v1.15.3 (9/11/2016) [Leather Support Added/Stew recipe]
Post by: l2evy on September 16, 2016, 01:25:44 PM
Quote from: DarkSlayerEX on September 16, 2016, 09:46:41 AM
I had a thought about making the unpacking of crates autonomous... If you could find a way to make the packer and unpackers use "plates" as fuel, and have it only drain "fuel" as you craft the crates, you could then make the unpacking output only give the contents of the crate, and use assembly to increase the "fuel" in the machine accordingly. This should allow you to hopefully designate "do until you have x" for unpacking.
I will have to check into this sounds interesting.

Quote from: bshow122 on September 14, 2016, 11:31:50 PM
Don't know if this was mentioned at all, but my colonists seem almost 100% insistent on eating processed meat over any other food. I have maybe 50-75 processed meat and 50+ simple meals and they will go for processed meats instead of meals. This would be fine if they didnt eat 100 pieces at a time before getting the same hunger value as other meals. Any idea why they want raw meat over cooked food? (my cooking isnt THAT bad!)

Hey nice catch! I tested and it seemed to be the same way for me. I hotfixed it and tossed in some value changes I already had edited. Somehow RawBad prefer setting makes the food better than a meal? Either way Thanks for the report!

9/16/16 1.15.3 > 1.15.3a
-Fixed Processed Meat being consumed before cooked Meals (evidently RawBad prefer is better than Meal??)
-Adjusted the remaining crate values to include the Steel Crate Plates (+60 Value)
Title: Re: [A15c] Storage Crates v1.15.4 (9/20/2016) [Freighters!]
Post by: l2evy on September 20, 2016, 10:38:52 PM
After some feedback of trade not working on the steam mod comments section I got around to testing the trade of crates. Seems it was not working at all. I thought about what I could do and decided instead of editing the default traders to support crates I made entire new trade options in the form of Orbital Freighters.  The following freighters are added:

Bulk Goods Supply Freighter
Bulk Goods Freighter
Textile Supply Freighter
Textile Freighter
Combat Supply Freighter
Exotic Goods Freighter
Pirate Merchant Freighter

They will likely need more balance tweaking. Right now they are setup on a supply and demand, where as supply freighters have bulk goods and cheaper prices, while the regular versions are the demand. In other words the regular has Expensive prices set (which means slightly higher sell price), Supply Freighters have Cheap prices set (lower sell price). The exception to these is the Combat/Exotic/Pirate traders. Those only have 1 type of freighter but their inventory some things are cheap and others are expensive based on what you would expect them to buy at a good price and what you expect them to sell cheap. For Example The combat supply freighter sells cheap guns/armor but they buy food/drugs at a higher price cause they need food.
Right now the volume is quite low on the supply freighters and I may increase it in time based on feedback.

As per request the packing/unpacking benches are now uninstall/install'able. No need to break down to move them anymore!

Somehow I missed the benches having damage data so I added that in.

I also was doing a little rearrange of the top left resource menu when someone mentioned trade was not working. It is sort of incomplete and subject to change but it is much more neat and tidy now. 

Bugo joined the project on GitHub and will be playing around with Russian language support. I believe for the most part 90-95% is translated at the moment and is in this release right now (v1.15.4). In the coming days I will make a separate dll for RU as the switching to packing/unpacking mode can't be altered by the language settings. Big thanks to Bugo for helping out ze Russians! ^_^
I am working on a default English translation file of all the text to make it easier for anyone who wishes to translate into other languages. I have a native french friend who might be able to help me with french support as well.

Any issues post here but I did a few play sessions and all seemed ok.

Also I am going to start staggering the steam release behind the forum release by 24-48h as to avoid potentially breaking peoples games since when I push the update there it goes out directly no choice to the user. I will go ahead and post this update over since I tested it myself on and off for 2 days.

9/20/16 1.15.3a> 1.15.4
-Added various types of Freighters (Regular and Supply) for selling/buying crates (may need/get more balance)
-Added temporary icons for the resource menu in the top left
-Changed crate groups and parrent groups for better organized top left resource menu
-Added visual damage to the packing benches
-Changed packing benches to be moveable/uninstall/install so you can move them around
Title: Re: [A15c] Storage Crates v1.15.4 (9/20/2016) [Freighters!]
Post by: bewbaliciousrex on September 21, 2016, 01:57:16 PM
Quick question, is this compatible with Alpha 15b?
Title: Re: [A15c] Storage Crates v1.15.4 (9/20/2016) [Freighters!]
Post by: EldVarg on September 21, 2016, 07:33:55 PM
Didn't look like the new traders worked well with my other mods (could only sell half of the things), so I had to disable this mod.
Title: Re: [A15c] Storage Crates v1.15.4 (9/20/2016) [Freighters!]
Post by: l2evy on September 22, 2016, 06:44:48 PM
Quote from: bewbaliciousrex on September 21, 2016, 01:57:16 PM
Quick question, is this compatible with Alpha 15b?
Due to the hash issues with modding and 15b, no. Only 15c and forward.

Quote from: EldVarg on September 21, 2016, 07:33:55 PM
Didn't look like the new traders worked well with my other mods (could only sell half of the things), so I had to disable this mod.

The freighters are specific traders to this mod for crates. There is no way to have them support other mods items as well without having it required as a dependency if they do not use tags or categories. If they add their mod items to the standard categories it should work as these freighters all support what the normal ones do. For example Bulk Goods Freighter sells and supports the same items as the Bulk Goods Trader with the added crates. This is why I went this route as adding 7 more orbital traders you may or may not see the original traders as much as you did before. So they support what the normal ones do for that reason

Since I would like the mod available to be used with just vanilla I can't add in stuff to the mod directly. I can with enough popularity start adding in patches for the freighters to support other mods. This sounds nice in theory but a nightmare cause depending on what mods people use you would have any number of different patches needed. If one person did not want to use say one of 3 mods added and only wanted to use 2 it would require an entirely different patch. There is no way far as I am aware to add support for all mods with 1 file and only enable what mods people load, you would have to use all 3 or none at all. Imagine with just 10 mods how many different variations could be needed. The core game needs better support for altering trader inventories so mods can add to them without editing the core traders which will conflict with any other mod that edits core traders too. That is why I added entirely new freighters. Until we get that better mod support for traders this is the best solution for the time being. Sorry for any inconvenience to the traders not supporting other mod items.

However, If i start adding in mod support patches instead for crates which can be activated independently, the crates of items from the mods would then be sell'able on the freighter(s) cause they are designed with crates in mind. I will check on this when I get to other mod support patches.
Title: Re: [A15c] Storage Crates v1.15.4a (11/27/2016) [Balance & Breakdown!]
Post by: l2evy on November 27, 2016, 09:46:44 AM
It has been awhile. Busy with life stuff then a major wildfire in the South East United States had me in a dire state for a time. Sorry for the delay.

Some balance changes. Please provide feedback on if this works alright with existing saves. It should work just fine but I did not want to break anyone's existing saves on steam so I will be holding the steam workshop push until I get a few people confirm this does not break any existing saves.

For now the return on melting steel crate plates is 100%. In the future this might change.

Also, if you was quick enough to get the typo version before I changed it in 3 mins, you will notice breakdown steel crate plates recipe only takes 5 plates instead of 6. You need to re-download to get the right version.


11/27/2016 1.15.4 > 1.15.4a
-More ongoing updates to RU language support (thanks so much to Bugo, all their work 100%)
-Fixed market value typo ( from , to . and thanks to Vincent on steam comments for the find)
-Adjusted Freighter cargo values from Expensive to Normal to balance prices a little more
(Few reports came in that prices was too high, too easy to make tons of money, thanks for the feedback!)
-Added Steel Crate Plate breakdown recipe @ 0% loss for now
-Rename Packing/Unpacking Benches for better clarification (Names subject to further change)
Basic Packing Bench > Packing Bench
Basic Unpacking bench > Unpacking Bench
Basic Food Packing Bench > Consumables Packing Bench
Basic Food Unpacking Bench > Consumables Unpacking Bench
Title: Re: [A15c] Storage Crates v1.15.4a (11/27/2016) [Balance & Breakdown!]
Post by: Kapun on November 27, 2016, 10:52:54 AM
Nice mod! ;D
Please replace "*Поддержка RU язык в работах удивительным Bugo!" with "*Русская локализация сделана Bugo!" so my eyes won't bleed anymore. :D
Title: Re: [A15c] Storage Crates v1.15.4a (11/27/2016) [Balance & Breakdown!]
Post by: Canute on November 27, 2016, 12:40:31 PM
What do you think about an auto. packing/press mashine ?
You feed that mashine with resources like the assembler/replicator from Misc./ MAI. and after a while it put out a complete crate.

The process should be slower then when you would craft it with a pawn, but you could use these industrial roller to deliver the resources.
Title: Re: [A15c] Storage Crates v1.15.4a (11/27/2016) [Balance & Breakdown!]
Post by: Thundercraft on December 04, 2016, 01:03:27 PM
I'm not sure how much impact this has on functionality or if this is trivial, but I'm getting a red error:

Hash collision between DV_BlackCloth and  MeatCrate: both have short hash 44154

I know that "DV_BlackCloth" belongs to the Dye Vat (https://ludeon.com/forums/index.php?topic=5509.0) mod. (See "Items_Resource_DyeVat_Stuff.xml") And I know that "MeatCrate" belongs to the Storage Crates (https://ludeon.com/forums/index.php?topic=18589.0) mod.

Here's my complete output_log.txt in a zip : http://dropcanvas.com/cy17e

Edit:

Ah, I see another hash collision with a different mod:

Hash collision between PlantStrawberry_Seed and  ElephantLeatherCrate: both have short hash 19516

I know that "ElephantLeatherCrate" is defined in the files of the Storage Crates (https://ludeon.com/forums/index.php?topic=18589.0) mod. But I am unsure whether "PlantStrawberry_Seed" relates to vanilla files or the Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) mod. (There is a "PlantStrawberry" defined in VG's Cultivated_Plants.xml.)
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: l2evy on December 22, 2016, 08:35:34 AM
Woo Alpha 16 time! Time to caravan all the things!


12/22/2016 1.15.4a> 1.16.0
-Updated for Alpha 16
-Added weight values to Crates and the Steel Crate Plates (total weight of all 75 items + steel crate plates used in production)
-Added Mortar Shell Crate (only 25 per crate cause they are heavy!)
-Adjusted prices for drug crates to match the Alpha 16 drug price changes
-Renamed Megatherium Leather Crate to Megasloth Leather Crate
***-I would like to thank the following people for helping me update compatibility for Alpha 16
mrofa
NotFood
Fluffy
erdelf
Dingo
Zhentar
***-I would also like to thank the rimworld modding scene and modding discord in general!


Quote from: Kapun on November 27, 2016, 10:52:54 AM
Nice mod! ;D
Please replace "*Поддержка RU язык в работах удивительным Bugo!" with "*Русская локализация сделана Bugo!" so my eyes won't bleed anymore. :D
Yea RIP google translate, Will do shortly comrade! Thanks for the help ;)

Quote from: Canute on November 27, 2016, 12:40:31 PM
What do you think about an auto. packing/press mashine ?
You feed that mashine with resources like the assembler/replicator from Misc./ MAI. and after a while it put out a complete crate.

The process should be slower then when you would craft it with a pawn, but you could use these industrial roller to deliver the resources.


I think that is interesting! Not had much time to play or look at other mods but I might check into that it sounds interesting! Thanks for the feedback! <3

Quote from: Thundercraft on December 04, 2016, 01:03:27 PM
I'm not sure how much impact this has on functionality or if this is trivial, but I'm getting a red error:

Hash collision between DV_BlackCloth and  MeatCrate: both have short hash 44154

I know that "DV_BlackCloth" belongs to the Dye Vat (https://ludeon.com/forums/index.php?topic=5509.0) mod. (See "Items_Resource_DyeVat_Stuff.xml") And I know that "MeatCrate" belongs to the Storage Crates (https://ludeon.com/forums/index.php?topic=18589.0) mod.

Here's my complete output_log.txt in a zip : http://dropcanvas.com/cy17e

Edit:

Ah, I see another hash collision with a different mod:

Hash collision between PlantStrawberry_Seed and  ElephantLeatherCrate: both have short hash 19516

I know that "ElephantLeatherCrate" is defined in the files of the Storage Crates (https://ludeon.com/forums/index.php?topic=18589.0) mod. But I am unsure whether "PlantStrawberry_Seed" relates to vanilla files or the Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) mod. (There is a "PlantStrawberry" defined in VG's Cultivated_Plants.xml.)

I have discussed this with other modders. This is a core issue that was supposed to be fixed in A16 but still is around and will persist until A17 seems like (could be wrong and we get a hotfix). In the coming days I will be looking at community solutions to implement for this issue though to get us through til A17 if that be the case. Fingers Crossed! Bug report here: https://ludeon.com/forums/index.php?topic=28414.0

If you get any hash collisions please report the message here (or to the other mod developer in the collision) so I (or they) can fix. If you contact the other mod developer please tell them to rename the conflicting <defName> or change the punctuation of the 1 or some of the letters to generate a new hash for the item. This should solve the issue for now until A17 or a hotfix.
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: buder5 on January 02, 2017, 01:00:57 PM
if you unpack do you get back the steelplate?
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: jmababa on January 19, 2017, 01:26:28 AM
Quote from: buder5 on January 02, 2017, 01:00:57 PM
if you unpack do you get back the steelplate?

No and thats why I wont use this again its better to use rimfridge even without electricity attached to it
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: Ruisuki on March 09, 2017, 02:02:35 AM
Quote from: jmababa on January 19, 2017, 01:26:28 AM
Quote from: buder5 on January 02, 2017, 01:00:57 PM
if you unpack do you get back the steelplate?

No and thats why I wont use this again its better to use rimfridge even without electricity attached to it
that true? Sounds like this mod still offers other features no? Couldn't the same argument be said against rimfridge with extended storage? Canned meals are cool, and OP planning on more features too.
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: Ruisuki on March 16, 2017, 05:30:47 AM
The mod adds 1 bench that can switch between packing mode/unpacking/food packing? Or is it packing/unpacking + separate bench for food?
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: AngleWyrm on March 24, 2017, 01:20:49 AM
My little kitchen, with a pantry for crated storage

(https://s6.postimg.org/t7ain9uj5/Storage_Conflict.png)The consumables crating bench has a bill to crate up canned vegetables, and there are cans of vegetables in the pantry, manufactured from the canning bench in there.

But no one is doing the crating order.

I wonder if this could be a mod interaction problem between Storage Crates and Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: Takel on March 25, 2017, 03:20:41 AM
Stating the obvious, but you do have steel crate plates available in the bill's resource area, right?
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: pktongrimworld on May 29, 2017, 12:18:43 AM
/wonders when will this be updated :D

*doesn't work in A17 the benches throws a error when put down
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: PhileasFogg on June 08, 2017, 10:40:52 AM
Good day, ladies and gentlemen.

l2evy hasn't been active since december last year. So I upgraded his/her mod to Alpha 17.
Attention: I don't have a clue regarding C#, so I kicked the "Assemblies" part out of this mod: no more hammeringspeed or -efficiency.  :-\
But everything else should work just fine. Tweaked a bit here and there.
Please report any bugs you find. Thank you very much.

"Storage Crates Lite" (Alpha 17) (https://www.dropbox.com/s/lez2e8g7f8f74lm/Storage-Crates-Lite-A17.zip?dl=0)

Sincerely

Phileas
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: Platonov555 on June 08, 2017, 08:30:29 PM
Thank you, by far the best storage solution out there.

Is this save game compatible? Or new game only?
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: pktongrimworld on June 09, 2017, 02:42:34 PM
yay <3
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: RxSniper007 on June 21, 2017, 10:16:27 AM
This is a great mod from the looks of this. :D
gonna download this for A16... pity though that the mod author hasn't been online in a while...

well, at least someone (compromise)updated the mod for A17, cookie [🍪] for you too :P



:D 🍪 [+1 COOKIE] 🍪 :D
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: Reoxur on July 26, 2017, 06:35:01 AM
So how do I remove this mod without it failing to save?
I built the box metal stuff but idk how to get rid of that and so I cant remove the mod without it failing to save if I do.

TLDR: How do I get rid of the box parts to remove the mod safely?
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: SpaceDorf on July 26, 2017, 06:59:32 AM
Remove Items made by the mod with Dev-Mode.
Safe.
Remove the Mod.

If you are unsure search the savegame for remainders of the mods.
Title: Re: [A16] Storage Crates v1.16.0 (12/22/2016) [Mortars and Weight!]
Post by: lllMWNlll on July 26, 2017, 09:46:45 AM
Quote from: PhileasFogg on June 08, 2017, 10:40:52 AM
Good day, ladies and gentlemen.

l2evy hasn't been active since december last year. So I upgraded his/her mod to Alpha 17.
Attention: I don't have a clue regarding C#, so I kicked the "Assemblies" part out of this mod: no more hammeringspeed or -efficiency.  :-\
But everything else should work just fine. Tweaked a bit here and there.
Please report any bugs you find. Thank you very much.

"Storage Crates Lite" (Alpha 17) (https://www.dropbox.com/s/lez2e8g7f8f74lm/Storage-Crates-Lite-A17.zip?dl=0)

Sincerely

Phileas

I luv u! I'm crying also! Thanks for the update!
Title: Re: [A17] Storage Crates v1.17.0 (8/30/2017) [I am alive!]
Post by: l2evy on August 30, 2017, 11:41:56 PM
8/30/2017 1.16.0 > 1.17.0
-Updated for Alpha 17
-Adjusted drug crate weight to reflect the new drug weights


First, Phileas, Thank you so much for updating while I was away!

Working on updating the graphics and cardboard boxes for a renewable storage solution. They will stack less most likely, maybe not hold as much, but will be renewable and likely be a good way to sell things to traders or for caravans (cause steel is frigen heavy)

Quote from: jmababa on January 19, 2017, 01:26:28 AM
Quote from: buder5 on January 02, 2017, 01:00:57 PM
if you unpack do you get back the steelplate?

No and thats why I wont use this again its better to use rimfridge even without electricity attached to it

When you unpack you get 100% of the steel plates back, all 6...it has been this way for some time since Alpha 14 or 15 I believe, I also lowered steel requirements on making the plates.

Quote from: Ruisuki on March 16, 2017, 05:30:47 AM
The mod adds 1 bench that can switch between packing mode/unpacking/food packing? Or is it packing/unpacking + separate bench for food?

1 bench for non-consumables and 1 for consumables/drugs , they both switch modes with a button. This is mainly due to how big the bills list is getting.

Quote from: Platonov555 on June 08, 2017, 08:30:29 PM
Thank you, by far the best storage solution out there.

Is this save game compatible? Or new game only?
This should work fine putting it in a already saved game. As it adds no core changes or anything that would cause a crash. Same thing for removing it just make sure you delete all the crates and benches, and steel plates and then you should be ok to save, remove the mod, and then relaunch with mod deactivated and back into the game just fine.
Title: Re: [A17] Storage Crates v1.17.0 (8/30/2017) [I am alive!]
Post by: paulvin on October 15, 2017, 02:32:02 AM
i downloaded your latest version. it still says a16 though and i cant do any bills
edit: i checked your git and i think you forgot to commit or something
Title: Re: [A17] Storage Crates v1.17.0 (8/30/2017) [I am alive!]
Post by: deathstar on October 16, 2017, 10:12:43 AM
Yeah, please doublecheck the version, I got some errors too.
Title: Re: [A17] Storage Crates v1.17.0 (8/30/2017) [I am alive!]
Post by: l2evy on December 12, 2017, 10:15:18 PM
Quote from: deathstar on October 16, 2017, 10:12:43 AM
Yeah, please doublecheck the version, I got some errors too.
Quote from: paulvin on October 15, 2017, 02:32:02 AM
i downloaded your latest version. it still says a16 though and i cant do any bills
edit: i checked your git and i think you forgot to commit or something
Yes I seemed to have committed the changes but not push to github and screwed up the A17 version. It was working alright on Steam Workshop though.

Updated for B18 (and can confirm that I actually pushed to GitHub this time)

12/12/2017 1.17.0 > 1.18.0
-Updated for Beta 18
Title: Re: [B18] Storage Crates v1.18.0 (12/12/2017) [Beta 18!]
Post by: pktongrimworld on December 12, 2017, 10:48:58 PM
yay
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: l2evy on February 11, 2018, 05:17:20 PM
2/11/2018 1.18.0 > 1.18.1
-Added Chemfuel Barrels (make sure to be careful with these)
-Adjusted Gold Crate to new ratios, now packs 250 instead of 500
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Harry_Dicks on February 11, 2018, 06:27:34 PM
Hey so I'm really liking the idea behind this mod. Pack up some supplies for long term storage. Especially because I'm thinking about making an event that will have something like 1 year long eclipses with lot's of non stop weather (THANK YOU Cold Desert Nights!). Anyway I had these questions for you, after browsing through your mod's files:

What sort of graphics do you use for storing items that you don't have a specific texture for?
Wouldn't it be better to have your mod just take the texture of whatever thingDef you are storing, and put this texture as a layer on the crate lid?
What happens to things stored in the crate if the crate is damaged and/or destroyed?
Is the total mass and/or weight for all of the things put into the crate affected? I ask this because I am curious because I am using the mod Pick Up & Haul. I wanted to know if a pawn would be able to carry multiple crates at once or not, because Mehni was showing me the "carrying capacity" was different than mass, or something. Can't remember off the top of my head right now :)
Do you know if you could store your crates into anything from the mods of Infinite Storage, Mass Storage, Quantum Storage, or Extended Storage?
Have you had any experience with your mod and any of the storage mods I mentioned?
And if you have, do you have any comments about the workings between the crates and those mods, do the crates just go into them like normal, and how do the other mods recognize the size/mass/weight (or whatever these attributes are) of your crates?

Sorry for so many questions. There are just so many possibilities for interaction though, and I was curious if you knew the answer to any of this. Either way, thanks for your time. You have a wonderful looking mod :)
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Ruisuki on February 21, 2018, 07:31:31 PM
The OP mentions for future content he plans on redoing the graphics and cardboard boxes. I am just about to install this so dunno if its already happened and the description just hasnt been updated

Question: Will food thats packed in a crate(not canned) be eligible for consumption during caravan travel? I dont suppose I could pack an unpacking bench on one of my muffalo for portable unpacking in emergency starvation situations?
---
Got this log when first loading this onto my existing save. Is it anything major or just a minor nuisance?

https://ibb.co/bFmYVx
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Harry_Dicks on February 21, 2018, 10:54:28 PM
Quote from: Ruisuki on February 21, 2018, 07:31:31 PM
I dont suppose I could pack an unpacking bench on one of my muffalo for portable unpacking in emergency starvation situations?

Minify Everything, silly. We were just talking about it! ::)
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Ruisuki on February 21, 2018, 10:57:33 PM
Quote from: Harry_Dicks on February 21, 2018, 10:54:28 PM
Quote from: Ruisuki on February 21, 2018, 07:31:31 PM
I dont suppose I could pack an unpacking bench on one of my muffalo for portable unpacking in emergency starvation situations?

Minify Everything, silly. We were just talking about it! ::)
I ended up going with miniturisation :s
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Harry_Dicks on February 21, 2018, 11:11:56 PM
Quote from: Ruisuki on February 21, 2018, 10:57:33 PM
I ended up going with miniturisation :s

Whatever floats your boat. Just know that you are artificially limiting your choices to what the mod author has allowed you to minify, rather than set this up yourself. That's my main, and only reason, for using it over the competition.

No mod author for a minifying mod is ever going to be able to keep up with the constant ebb and flow of possible buildings that I'm going to be adding and removing from my games. In that case, I will be the one to decide what items the game can and can't affect in whatever way, I just need to framework/tools to be able to set this up myself, and then never have to rely on someone updating their mod to hopefully include whatever new defs from whatever new mods I may be using. Which Minify Everything has done an exemplary job.

That's a big reason on why I love "future-proofed" mods. Something like Numbers is great that it allows you to add in any new "needs" bars from whatever mod you have, and the mod author never has to update the mod to accept new "needs" bars from any new mods that and in their own. Same thing with Minify Everything.

A quote from the author of Miniturization Overloaded (I know, different mod, but the same still applies), who also happened to be the third person to comment on Miniturization when it was first released, who then went on to make their own, soon to be outclassed, version.
Quote from: notfood on January 07, 2018, 06:06:45 PM
Please, switch to Minify Everything. It has an exclude option to remove the walls and stuff. This mod has been superseded, I can update it but unless someone is going to curate it's not good enough.

Not to dismiss any work by the mod author from Miniaturization, but in my very honest opinion, there needs to be no other minifying mods out there because they will all be totally outclassed by Minify Everything unless they add in some other crazy features that would be beyond the scope of what I would want from a minifying mod anyway.

End rant :P
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Ruisuki on February 21, 2018, 11:29:38 PM
The thing that initially convinced me were the comments i read on the steam thread. Problems mentioned like turbines being considered 'blocked' after reinstalling indefinitely. Launchpods breaking caravans and pads, saves not able to be loaded again after carrying those reinstalled items in the caravan. But yeah you're right mod benches and furniture from mods like smokeleaf are unlikely to be supported by miniturisation and who knows what other mods ill be on even if they are updated. Thats why I wanted to know what the author meant by compatibility tied to 'bench classes' as it applied to mods. Seeing as how its been some time since they logged on here though, I figure I suppose I'll choose minify. The author states its safe to remove mid game, so maybe the people that reported those bugs can bypass them by reinstalling it.
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Tocato on February 24, 2018, 07:04:10 PM
Im getting this

[attachment deleted due to age]
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Harry_Dicks on February 24, 2018, 07:23:21 PM
Tocato, please lower the resolution on your oversized photo. You are making my Palm Pilot crash because it is getting overloaded with such a high resolution. We can't all have high end stuff like yourself, please be considerate.
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Canute on February 25, 2018, 03:20:53 AM
Tocato,
beside i know there is some red text, do you can read it at your side ?
Maybe try these green button "Share log".
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: deathstar on February 27, 2018, 08:28:30 AM
I get the same error log, even when running no other mods.

(https://i.imgur.com/yCIBOtV.png)
Title: Re: [B18] Storage Crates v1.18.1 (2/11/2018) [Chemfuel Barrels!]
Post by: Ruisuki on March 21, 2018, 01:56:53 AM
Getting the same error bro. Also under the butcher table one of the recipes is written as "prepair cans"
Title: Re: [B18] Storage Crates v1.18.2 (3/23/2018) [Chemfuel Barrels! (now fixed)]
Post by: l2evy on March 23, 2018, 05:52:44 AM
3/23/2018 1.18.1 > 1.18.2
-Fixed Chemfuel Barrels to explode as they should (Thanks White Wizard from Steam comments for the report!)
-Pushed Russian Translation Update (Thanks to the awesome Bugo from github!)
-found and fixed gold crate changes and typo not sync'd to github (for some reason it did not push on those select changes to github)

Edit: Also forgot a typo for "prepare meat" , I already pushed it to steam but since it is really REALLY late I will update all the forum post stuff at a later time. I have already pushed a pre-release to github if you can't wait though, you can get it here.
https://github.com/l2evy/Storage-Crates/archive/b18-v1.18.2h.zip

Note: I am not getting emails on replies to this topic for some reason so if I do not respond send me a PM or post on the Steam Comments. Thanks!

I know you asked all those questions first Harry Dicks and I normally answer in order but due to the amount of questions I will answer you last cause it is a wall of txt (not that it is a bad thing though I welcome questions!)

Quote from: Ruisuki on February 21, 2018, 07:31:31 PM
The OP mentions for future content he plans on redoing the graphics and cardboard boxes. I am just about to install this so dunno if its already happened and the description just hasnt been updated

Question: Will food thats packed in a crate(not canned) be eligible for consumption during caravan travel? I dont suppose I could pack an unpacking bench on one of my muffalo for portable unpacking in emergency starvation situations?
---
Got this log when first loading this onto my existing save. Is it anything major or just a minor nuisance?

https://ibb.co/bFmYVx
The error was a issue with my github client somehow not detecting the changes...which has happened to me before..it could have been me but I have since relocated the folder so...maybe that will fix.
Packed food is an item not food so can't chew through the steel crate ofc heh. There used to be a button for "force unpack" but it was a headache and code nightmare so I disabled it. It did all kinds of funky stuff and had errors and I was not smart enough to get it to behave correctly. Maybe I can bug a few other modders to take a look at it and maybe get it to work right, it would be nice to get that working as it should.

Quote from: Ruisuki on February 21, 2018, 10:57:33 PM
Quote from: Harry_Dicks on February 21, 2018, 10:54:28 PM
Quote from: Ruisuki on February 21, 2018, 07:31:31 PM
I dont suppose I could pack an unpacking bench on one of my muffalo for portable unpacking in emergency starvation situations?

Minify Everything, silly. We were just talking about it! ::)
I ended up going with miniturisation :s
wot... The packing benches are all already able to be uninstalled, reinstalled, or packed up and taken around. I added that in few updates ago.

Quote from: Ruisuki on March 21, 2018, 01:56:53 AM
Getting the same error bro. Also under the butcher table one of the recipes is written as "prepair cans"
Error has since been fixed as mentioned earlier. Typo fix will come in the next update as its late and I already finished going through the whole process of updating already and missed that.

Now for the rest of the questions from the Harry Dick

Quote from: Harry_Dicks on February 11, 2018, 06:27:34 PM
1: What sort of graphics do you use for storing items that you don't have a specific texture for?
Wouldn't it be better to have your mod just take the texture of whatever thingDef you are storing, and put this texture as a layer on the crate lid?
That is an interesting concept, for now I have been doing them by hand in photoshop. I have a template already put together and I just add in the new layer and adjust it for the crate, do some transparency and cleanup, save it and that is about it (cept for some special items). I do like this though as it is more optimized and automatic if this was able to be done. I will have to look into it.
Quote from: Harry_Dicks on February 11, 2018, 06:27:34 PM
2: What happens to things stored in the crate if the crate is damaged and/or destroyed?
right now it goes poof entirely. I would like to have it spit out everything on the ground with damaged plates you had to repair with some steel but eh that has issues being the amount of items you can put on 1 tile. When I get around to doing the other material storage crates/boxes that will become more important. Steel should be more expensive but better durability and fire proof, wooden and cardboard be more weak to the fire. Also wood/cardboard is in design as temporary early game for wooden and caravan/trade for cardboard (as they will be lighter and more suited for travel).
Quote from: Harry_Dicks on February 11, 2018, 06:27:34 PM
Is the total mass and/or weight for all of the things put into the crate affected? I ask this because I am curious because I am using the mod Pick Up & Haul. I wanted to know if a pawn would be able to carry multiple crates at once or not, because Mehni was showing me the "carrying capacity" was different than mass, or something. Can't remember off the top of my head right now :)
Sadly yes, lol. One of the big time consuming aspects is calculating the mass for each steel plate and the items for each crate. The crates weight exactly what 75 of the item + 6 steel crate plates would weigh if you took them separate. I had to do mortar shells custom and NOT 75 for this reason, nobody would be able to lift it.
Quote from: Harry_Dicks on February 11, 2018, 06:27:34 PM
3: Do you know if you could store your crates into anything from the mods of Infinite Storage, Mass Storage, Quantum Storage, or Extended Storage?
I have not tested for any of those mods, I do use about 170 mods or so when I do sit down to play but the only storage mod I use currently is Storage Crates and StackXXL. Recently added stack xxl and started from tribe (completely naked with 3 people and no weapons just water and food). I have yet to get to the point of using the crates and see how they work with the Stack XXL mod. No errors or anything as far as loading goes though but I am curious if they will only stack to 75 or more. I suspect 75 only but maybe since I loaded StackXXL after it will patch it.
Quote from: Harry_Dicks on February 11, 2018, 06:27:34 PM
4: Have you had any experience with your mod and any of the storage mods I mentioned?
And if you have, do you have any comments about the workings between the crates and those mods, do the crates just go into them like normal, and how do the other mods recognize the size/mass/weight (or whatever these attributes are) of your crates?
As previously mentioned I only use Storage Crates and StackXXL, there used to be a mod that was interesting that had a container you put things in which I liked but I believe dev stalled on it way back in alpha 10-12 or so.

If you made it this far, Thanks everyone for the questions I don't mind at all. I love exploring ideas and stuff when I have the time and coming up with new future potential directions to take this mod. I am open to community coming on to add to the mod or change things also. So if you wanna improve upon the mod or whatever start tinkering around with the mod locally, push the changes on github or PM me a gist on github with purposed changes if you do not fully want to come on board the project.
Title: Re: [B18] Storage Crates v1.18.2 (3/23/2018) [Chemfuel Barrels! (now fixed)]
Post by: Ruisuki on July 20, 2018, 07:51:05 AM
How do I open the chemfuel barrels? i dont see it listed under the unpacking bench