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RimWorld => Releases => Mods => Outdated => Topic started by: Kiame on November 27, 2017, 12:26:28 AM

Title: [B18] [KV] Textile Storage
Post by: Kiame on November 27, 2017, 12:26:28 AM
Please consider Infinite Storage instead of this mod
https://ludeon.com/forums/index.php?topic=37698.msg385779#msg385779



Adds a storage container to store all types of fabrics, leathers, and wool.

As textiles are needed, pawns will automatically remove them from storage.

Textile Storage
-Build Menu: Misc
-Size: 1x1
-Cost: 50 wood/stone/steel
-Stores: Textiles

Should support all mods which add textiles. Let me know if you find any that are missing.

Special Note:
When forming a caravan and the desire is for the caravan to carry stored textiles, select the Textile Storage and press the Empty button. Form the caravan. Once the caravan is fully loaded, select the Textile Storage again and press the Collect button.


Supports:
-Save Storage & Outfit Settings (https://ludeon.com/forums/index.php?topic=34075.msg347485)


Steam:
B18 (http://steamcommunity.com/sharedfiles/filedetails/?id=1213432726)

Direct Download:
B18 (https://github.com/KiameV/rimworld-textilestorage/releases/download/B18/TextileStorage.zip)


Github (https://github.com/KiameV/rimworld-textilestorage)


Thank you to the translators:
-Чей-то друг for Russian


Last Update:
Nov 28, 2017
-Furniture which can be built with different textiles will now have all stored textiles listed
-The list of available materials will include stored textiles
Nov 27, 2017
-Fixed an issue where materials would not be automatically removed when making buildings


Like my mods? Consider supporting me!
(https://i.imgur.com/i08683D.png) (https://ko-fi.com/kiamev)

(https://steamuserimages-a.akamaihd.net/ugc/877502998074550423/4462FD453DF1A650AD5EF34B5BB52D25B4A5DD26/)

(https://steamuserimages-a.akamaihd.net/ugc/877502998074550596/B417217B4D0E773CCB863F5463AC8489D2E7CF24/)

(https://steamuserimages-a.akamaihd.net/ugc/877502998074594756/8CEBA1473FD4D54BA1EDA3D97EC88B31F3A8E8E3/)
Title: Re: [B18] Textile Storage
Post by: Vaniat on November 27, 2017, 02:32:47 AM
Umm....I think we need a meat Storage .
Title: Re: [B18] Textile Storage
Post by: Canute on November 27, 2017, 02:54:39 AM
1x1 ?? Another RimMagic Bag of holding.
Don't you think this is a bit to small for all these different textiles and unmimted amount ?
I even would use it when it got 5x5.
Ok i know why you want it 1x1, so you can place it next to the tailor bench. Why not split it into 2 item, a big storage/input box and a 1x1 output box.

Another question, what about the interaction spot. Does it get locked when someone try to haul/store some on/out it ?
Title: Re: [B18] Textile Storage
Post by: SamhainJack on November 27, 2017, 03:06:17 AM
This is great! Thank you. I second the meat storage idea That would be glorious
Title: Re: [B18] Textile Storage
Post by: Kiame on November 27, 2017, 03:32:09 AM
1x1 ?? Another RimMagic Bag of holding.
Don't you think this is a bit to small for all these different textiles and unmimted amount ?
I even would use it when it got 5x5.
Ok i know why you want it 1x1, so you can place it next to the tailor bench. Why not split it into 2 item, a big storage/input box and a 1x1 output box.

Another question, what about the interaction spot. Does it get locked when someone try to haul/store some on/out it ?

multiple pawns can reserve it at once

1x1 cause I am not an artist and it's easier to hide that fact with smaller textures and not enlarged. It's easy enough to resize on your end if you want it bigger

No interaction spot to speak of, any direction works
Title: Re: [B18] Textile Storage
Post by: ZE on November 27, 2017, 10:08:39 AM
wow u work fast... didnt i just request this? lol

awesome work!!
Title: Re: [B18] Textile Storage
Post by: Mufflamingo on November 27, 2017, 02:43:21 PM
need a safe box storage for silver and gold.  ;D ;D ;D
Title: Re: [B18] Textile Storage
Post by: SpaceDorf on November 27, 2017, 04:19:59 PM
With several creature mods running, even Skullys Storage Solution and Quantum Storage is not enough to cope with all the crap you get from recycling apparal.

Thank you Kiame.
Title: Re: [B18] Textile Storage
Post by: Kiame on November 27, 2017, 09:34:29 PM
Update:
Fixed an issue where materials would not be automatically removed when making buildings - like a billiard table
Title: Re: [B18] Textile Storage
Post by: Kiame on November 28, 2017, 07:29:16 PM
Update:
-Furniture which can be built with different textiles will now have all stored textiles listed
-The list of available materials will include stored textiles
Title: Re: [B18] Textile Storage
Post by: Kiame on November 28, 2017, 09:30:51 PM
For anyone that downloaded this earlier today please download it again. I introduced a bug which prevents the building of basically any furniture. SO sorry for any trouble!
Title: Re: [B18] Textile Storage
Post by: frenchiveruti on November 28, 2017, 09:37:45 PM
For anyone that downloaded this earlier today please download it again. I introduced a bug which prevents the building of basically any furniture. SO sorry for any trouble!
May I suggest putting version numbers on the zip files so we can know when the mod gets "updated" in that way?
Because there's no way I would've notice that unless I checked the files.
The recommended format is v{rimworld major}.{Rimworld minor (18)}.{mod major}.{mod minor}
Title: Re: [B18] Textile Storage
Post by: Nightinggale on November 28, 2017, 10:33:36 PM
For anyone that downloaded this earlier today please download it again. I introduced a bug which prevents the building of basically any furniture. SO sorry for any trouble!
May I suggest putting version numbers on the zip files so we can know when the mod gets "updated" in that way?
Because there's no way I would've notice that unless I checked the files.
The recommended format is v{rimworld major}.{Rimworld minor (18)}.{mod major}.{mod minor}
Speaking of version numbers, RimWorld is based on major.minor.build and so is targetVersion in About.xml. However from what I can tell from the vanilla code, only minor is actually used in the game and we can put whatever we want in build. I have decided to start with 0 and then increase by 1 each time I make a new release. ModCheck can read targetVersion of any loaded mod and make conditional patching or throw errors. This is done because it checks for the value of each number compared to a reference tag in the patch call to ModCheck. I'm not sure if anybody use this feature, but it might be more useful if mods generally would provide their version number this way.
Title: Re: [B18] Textile Storage
Post by: Kiame on November 28, 2017, 11:13:01 PM
Yeah putting a 0 at the end for the subversion is really the only way to do it otherwise the mod maker needs to update all their mods. For me that's 16 mods x 2 (direct download and steam) to update for minor releases where the mods still work more than likely!

As for subversioning mods... I know the benefits but the case where I totally screw up like today is rare and I hope to make it even rarer! I'll see if I can add it into the build process but if it's a manual process I'm going to skip it
Title: Re: [B18] Textile Storage
Post by: kamuii on November 29, 2017, 10:50:52 AM
For some strange reason when this mod is active I can't build walls or doors. Says I don't have the required materials even tho I have all the required mats in storage. Turned on dev mode to see if it was throwing any errors and it doesn't throw any errors.
Title: Re: [B18] Textile Storage
Post by: Kiame on November 29, 2017, 11:17:23 AM
I reuploaded the mod just in case I forgot to with the last round of changes. I was using it last night without a problem. I also see problems on the steam side. I'm wondering if there's now a conflict with another mod
Title: Re: [B18] Textile Storage
Post by: ZE on November 29, 2017, 11:22:05 AM
just tried it myself, no other mods, yeah its textile storage, you uploaded a new one? lemme see

oh guess its still the same version, the most recent one has this problem, no other mods loaded
Title: Re: [B18] Textile Storage
Post by: Kiame on November 29, 2017, 11:31:01 AM
... hmm. Let me try with no mods then. It's working with mods at least on my side

edit: It's broken in the case that no textile storage is built. I was playing in a game where one had already been built
Title: Re: [B18] Textile Storage
Post by: Kiame on November 29, 2017, 12:26:25 PM
Fix uploaded for the case of no textile storage preventing anything from being built.

Going to hang my head in shame and wear a dunce-cap in the corner...

Sorry everyone for all the trouble
Title: Re: [B18] Textile Storage
Post by: Canute on November 29, 2017, 04:00:45 PM
No need to shame, don't forget this mod was a speed-hack/code (based on the suggestion at the other topic to the release here).
And for this fast work, you did excelent work, not to speak about the good support of squishing bugs.
Title: Re: [B18] Textile Storage
Post by: Kiame on November 29, 2017, 04:28:39 PM
Medicine production at drug tables should now work
Title: Re: [B18] Textile Storage
Post by: Kiame on November 29, 2017, 11:08:33 PM
Fixed an issue where extra textiles would get spawned when crafting
Title: Re: [B18] Textile Storage
Post by: hardfreak on December 05, 2017, 01:17:12 AM
Does this work with a17?
Title: Re: [B18] Textile Storage
Post by: Canute on December 05, 2017, 02:49:03 AM
No, and there is no A17 release, since the first release of these mod is B18.
Title: Re: [B18] Textile Storage
Post by: JinxVanAshke on December 09, 2017, 10:24:44 PM
Hey man, I love your mods. Use almost all of them, quick question. I use your mods with the Rimfactory ones and the auto assemblers were not pulling from your containers. Not sure if a possible fix would be yours, his...or something I did wrong on my end and they should work together.

Thanks and once again you modders are so awesome.
Title: Re: [B18] Textile Storage
Post by: Kiame on December 10, 2017, 12:46:50 AM
Yeah they currently are not communicating. This is on my todo list to look into. The 'fix' is on both of our sides.
Title: Re: [B18] Textile Storage
Post by: JinxVanAshke on December 10, 2017, 01:30:51 AM
Yeah they currently are not communicating. This is on my todo list to look into. The 'fix' is on both of our sides.

Totally awesome, some zone management overcomes the issue for the most part. You do so much man. Thanks for all of it.
Title: Re: [B18] Textile Storage
Post by: Kiame on December 14, 2017, 04:17:30 PM
Fixing an issue where this mod would cause Mac and Linux to crash
Title: Re: [B18] [KV] Textile Storage
Post by: Transcend on December 16, 2017, 01:07:26 AM
Receiving these 3 errors (in sequence) quite often while trying to use this mod.
Code: [Select]
Spawning destroyed thing GenLeather207063 at (129, 0, 89). Correcting.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup(Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
TextileStorage.BuildingUtil:DropSingleThing(Thing, Building, Map, Boolean)
TextileStorage.BuildingUtil:DropThing(Thing, Int32, Building_TextileStorage, Map, Boolean, List`1)
TextileStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch1(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Code: [Select]
Couldn't add thing GenLeather207063 to spawned things.
Verse.Log:Error(String)
Verse.Thing:SpawnSetup(Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
TextileStorage.BuildingUtil:DropSingleThing(Thing, Building, Map, Boolean)
TextileStorage.BuildingUtil:DropThing(Thing, Int32, Building_TextileStorage, Map, Boolean, List`1)
TextileStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch1(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Code: [Select]
Spawned thing with 0 stackCount: GenLeather207063
Verse.Log:Error(String)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
TextileStorage.BuildingUtil:DropSingleThing(Thing, Building, Map, Boolean)
TextileStorage.BuildingUtil:DropThing(Thing, Int32, Building_TextileStorage, Map, Boolean, List`1)
TextileStorage.Patch_WorkGiver_DoBill_TryFindBestBillIngredients:Postfix(Boolean&, Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:TryFindBestBillIngredients_Patch1(Bill, Pawn, Thing, List`1)
RimWorld.WorkGiver_DoBill:StartOrResumeBillJob(Pawn, IBillGiver)
RimWorld.WorkGiver_DoBill:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Textile Storage
Post by: Sarge on December 16, 2017, 05:36:41 AM
-snip-

1x1 cause I am not an artist and it's easier to hide that fact with smaller textures and not enlarged. It's easy enough to resize on your end if you want it bigger

-snip-

The last time I knew how to fiddle with stuff I was 16yo and using PCTools to mess with hexadecimal in DOS 3.1.

I have no idea how to make this bigger and for me too 1x1 for something like this is OP. Having a 20x20 hole in my map to try store mountains of textiles is also OP.

Would you mind considering increasing the size to something you deem 'balanced'?

Your mods are great and so is this one, don't let the art shit hold you back, someone arty would love to bail you out if it's such an eye-sore.

Playability over looks every day. Immersion is what unlocks the most powerful GPU.
Title: Re: [B18] [KV] Textile Storage
Post by: Canute on December 16, 2017, 06:29:25 AM
Sarge,
if you don't mind a bad texture you just can expand the size.
Edit:
TextileStorage/Defs/ThingDefs/Furniture.xml
look for
<drawSize>(1,1)</drawSize>
<size>(1,1)</size>
you can expand both to 5,5 to get a 5x5 block.
and
<interactionCellOffset>(0,0,1)</interactionCellOffset>
to (0,0,3) or (0,0,4) not sure which one fit for the 5x5 size.
Title: Re: [B18] [KV] Textile Storage
Post by: Sarge on December 16, 2017, 07:36:44 AM
Hey thanks! Just like back in the day :P

Problem is, it also changes the size of the icon in Architect->Misc to 500%

EDIT: Oh wow no. The blueprint also only physically designates 1,1 but shows the pic at 5,5. I'm not doing it right.

EDIT 2: k, got that working right. Don't mind me, I'm a regular hacker.
Title: Re: [B18] [KV] Textile Storage
Post by: Sarge on December 16, 2017, 09:03:40 AM
@ OP

When you deconstruct the bin without emptying first, the contents that fall to the ground are forbidden by default, despite dropping in your home area.

I have zero artistic sense but I thought I'd try. Here's a shape I made in Excel. I opened it with GIMP and pasted the cloth image that I borrows from the Hardcore SK library, on top of it. I don't know how to add it into the game though. Attached in case you like it.

EDIT: I just replaced all the textures with the one I made and it seems to work nicely.

Since I'm using 5x5 I increased building materials 50->250, mass 10->50, work to build 2k->10k and max HP 100->500.

[attachment deleted by admin: too old]
Title: Re: [B18] [KV] Textile Storage
Post by: Canute on December 16, 2017, 09:59:11 AM
Welcome at the world of basic mod hacking ! :-)
Title: Re: [B18] [KV] Textile Storage
Post by: Kiame on December 16, 2017, 01:00:51 PM
@ OP

When you deconstruct the bin without emptying first, the contents that fall to the ground are forbidden by default, despite dropping in your home area.

I have zero artistic sense but I thought I'd try. Here's a shape I made in Excel. I opened it with GIMP and pasted the cloth image that I borrows from the Hardcore SK library, on top of it. I don't know how to add it into the game though. Attached in case you like it.

EDIT: I just replaced all the textures with the one I made and it seems to work nicely.

Since I'm using 5x5 I increased building materials 50->250, mass 10->50, work to build 2k->10k and max HP 100->500.

its an interesting idea having the storage look like a roll of cloth/leather rolled up... i personally have always thought of this as a storage compartment. You are welcome to change this mod to your hearts content on your side though :)

As for the textiles being mark forbidden let me take a look, i thought i only had the forbidden if the storage was destroyed as opposed to deconstructed - you don't want pawns running into fights/fire to get material.
Title: Re: [B18] [KV] Textile Storage
Post by: Kiame on December 16, 2017, 08:08:06 PM
It's taken longer than I expected but I have the unifying storage mod ready: Infinite Storage
https://ludeon.com/forums/index.php?topic=37698.msg385779#msg385779

The mod includes both Body Part Storage and Textile Storage along with a new type of researchable storage, Infinite Storage.

While the two mods can work together I highly recommend either starting a new game or following the instructions toward the bottom of the Infinite Storage page to remove the other mods before enabling Infinite Storage.
Title: Re: [B18] [KV] Textile Storage
Post by: Ruisuki on February 27, 2018, 01:50:01 PM
1. Only the textiles directly adjacent to this storage are collected?

2. Is there a way to get around it dropping everything stored when reinstalling to another location?

3. Any way to take only specific textiles from whats already in storage without having to empty everything?
Title: Re: [B18] [KV] Textile Storage
Post by: Canute on February 27, 2018, 02:03:54 PM
1. Yes
2. No
3. Press "View storage" a button,  you see the inventory of the storage and can drop just a single item.
But normaly the storage drop the needed texticle when crafter and constructor start their job.
Title: Re: [B18] [KV] Textile Storage
Post by: Harry_Dicks on February 27, 2018, 03:28:02 PM
Also recommend Infinite Storage over this. It includes textile and medical storage, as well as a storage for everything else I believe. All of Kiame's mods are fucking awesome. Must haves, no question about it.
Title: Re: [B18] [KV] Textile Storage
Post by: Ruisuki on February 27, 2018, 06:34:25 PM
Always helpful Canute

and yeah Harry Im definitely considering it. Does it have the same aesthetic as textile storage? I do wish there were in game mod options to add a weight limit to each specialty storage though. For change dresser Im just adding one per room to give colonists a personal touch even though it follows similar rules as IS.
Title: Re: [B18] [KV] Textile Storage
Post by: Kiame on February 28, 2018, 01:00:03 AM
As others have said (thanks!) Infinite Storage should be used over this mod as it is much more refined in regards to being better integrated with the game's mechanics - such as (normally) only dropping the required amount of an item for crafting

https://ludeon.com/forums/index.php?topic=37698.msg385779

Instructions on how to migrate saves from Textile Storage to Infinite Storage are on that page as well. It's not too hard but if you have any difficult let me know and I'll help out