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RimWorld => Mods => Releases => Topic started by: Kiame on December 16, 2017, 07:45:52 PM

Title: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 16, 2017, 07:45:52 PM
Got energy?
Need storage space?
Infinite Storage is right for you!

Infinite Storage
-Build Menu: Misc
-Size: 1x1
-Cost: 100 Metallic + 4 components
-Research: Multi Analyzer & Infinite Storage
-Stores: Everything except food
-Power: 1 W per stored kg  -  this can be adjusted in Options->Mod Settings->Infinite Storage

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

Body Part Storage
-Build Menu: Misc
-Size: 1x1
-Cost: 50 wood/stone/steel
-Stores: Body Parts & Medicines

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

Infinite Storage requires energy to compress and make available the stored items. The amount of energy required increases linearly as the weight stored increases. If Infinite Storage is not powered, nothing can be added or removed from it. For that reason it may not be a bad idea to keep some extra components, steel, and wood in an out-of-the-way stockpile.

I have decided that Infinite Storage will not break down - in case all components are stored within as that would suck.

There are two 'specialty' storage units: Body Parts and Textiles. These units are capable of storing Body Parts & Medicine and Leather/Wool without energy.

Supports:
This mod should support/hold all items added by other mods.

Unsupported:

Known Interesting Behaviors
-Pawns will continue to try to deliver things to Infinite Storage even when it's out of power. I am looking into this.
-At times these storage containers may place items on the ground for no reason. I have hopefully addressed most cases where this happens. Be aware if a pawn tries to start crafting and is interrupted, materials will still pop out of the storage units.


For those coming from Body Part Storage or Textile Storage follow these instructions before enabling this mod.
-Select each Body Part/Textile storage and 'deconstruct' each of them. You'll now have piles of body parts/textiles.
-Save
-Disable/Unsub from Body Part Storage and Textile Storage.
-Enable Infinite Storage
-Restart
-Reload the saved game. There will be some errors given at the beginning which can be ignored as they will not show up again.

Direct Download
1.3 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.3/InfiniteStorage.zip)

B18 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/B18/InfiniteStorage.zip)
B19 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/B19/InfiniteStorage.zip)
1.0 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip)
1.2 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.2/InfiniteStorage.zip)

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update


Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1233893175)

Github (code only)
https://github.com/KiameV/rimworld-infinitestorage/

Translators:
Vaniat - Chinese
Чей-то друг - Russian

(More screenshots on the Steam page)
(https://steamuserimages-a.akamaihd.net/ugc/918037108541373861/CCAA75C8FF625C426A128E9B3D32BC469593F8CD/)


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

[attachment deleted by admin: too old]
Title: Re: [B18] [KV] Infinite Storage
Post by: Kiame on December 16, 2017, 09:19:58 PM
Added direct download link
Title: Re: [B18] [KV] Infinite Storage
Post by: Kiame on December 16, 2017, 11:23:48 PM
Added ModSync support and Chinese translations - thanks VaniatD!
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 17, 2017, 05:26:32 AM
Kiame,
great work, but since is your first mod with research you miss something.

Add
   <researchViewX>11</researchViewX>
   <researchViewY>0.5</researchViewY>
to the ResearchProjects.xml
Since Multi-analyser is ViewX 10, it should show now behind that research.

And i think you should remove the "allow rotten" from the default filter setting.

Edit:
On an existing colony, i researched and build the storage.
But even after a restart i am geting error msg. and an annoying flickering.
https://gist.github.com/c21766a115f76e1007e9b2c81f7d8937

Object reference not set to an instance of an object
at Verse.ReachabilityUtility.CanReach (Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode) <0x0000a>
at InfiniteStorage.Patch_StoreUtility_TryFindBestBetterStoreCellFor.Postfix (bool&,Verse.Thing,Verse.Pawn,Verse.Map,RimWorld.StoragePriority,RimWorld.Faction,Verse.IntVec3&,bool) <0x0012e>
at (wrapper dynamic-method) RimWorld.StoreUtility.TryFindBestBetterStoreCellFor_Patch1 (Verse.Thing,Verse.Pawn,Verse.Map,RimWorld.StoragePriority,RimWorld.Faction,Verse.IntVec3&,bool) <0x00403>
at RimWorld.StoreUtility.IsInValidBestStorage (Verse.Thing) <0x000c5>
at RimWorld.ListerHaulables.ShouldBeHaulable (Verse.Thing) <0x00094>
at RimWorld.ListerHaulables.Check (Verse.Thing) <0x00014>
at RimWorld.ListerHaulables.ListerHaulablesTick () <0x0022e>
at Verse.Map.MapPreTick () <0x0003e>
at Verse.TickManager.DoSingleTick () <0x000c7>
at Verse.TickManager.TickManagerUpdate () <0x000b0>
at Verse.Game.UpdatePlay () <0x00015>
at Verse.Root_Play.Update () <0x0004c>

Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 17, 2017, 12:12:51 PM
wow i totally spaced on the research positioning. ill take a look at the pawn errors too
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 17, 2017, 01:24:55 PM
Update:
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 17, 2017, 02:47:25 PM
Ok, it's working now, but the storage allways throw addional minified items out.
I got one minified standing lamp inside the storage.
Another standing lamp which tried to stored inside get thrown out.
Other minified furniture (dinning chair,armchair) geting thrown out too.

Looks like the storage only can hold 1 minified, all other addional minified item geting thrown out, doesn't matter if they are different or same.

Same happen to appareal.

geesh, the storage use good amount of power (still 1w each kg), compared to the Quantum storage (old A16 version)
Quantum pad 250W can hold 4 stacks each tile, with 4 tiles.
That are
1200 steel ore = 600 kg = 600W.
1200 cloth = 36 kg = 36W
6400 chemfuel = 320W
But after viewing the stats, i think 1W each kg is still an aceptable ratio (yes i know i can modify it at the options).
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 17, 2017, 03:37:47 PM
hmm i had not tried minified objects yet. I'll take a look and see what's going on
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 17, 2017, 05:31:30 PM
Another issue,
pawn don't access the storage for refueling jobs.
I got 3000 chemfuel inside, but can't refuel generator or launchpads.

And pawn't don't restock stockpiles with higher priority from the storage.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 17, 2017, 05:49:08 PM
Quote from: Canute on December 17, 2017, 05:31:30 PM
Another issue,
pawn don't access the storage for refueling jobs.
I got 3000 chemfuel inside, but can't refuel generator or launchpads.

And pawn't don't restock stockpiles with higher priority from the storage.

I'll look into the refueling jobs. In the meantime consider using the down arrow from the Infinite Storage's View to drop them.

As for the stockpile priorities i'll need to figure out where that happening... So i can reproduce the priority issue. Is it that pawns are taking to the Infinite Storage instead of a normal stockpile that has higher priority?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: BlackSmokeDMax on December 17, 2017, 05:51:37 PM
Quote from: Canute on December 17, 2017, 05:31:30 PM
Another issue,
pawn don't access the storage for refueling jobs.
I got 3000 chemfuel inside, but can't refuel generator or launchpads.

And pawn't don't restock stockpiles with higher priority from the storage.

LOL, that could create quite the quandary. Storing fuel and supplies to build a new generator inside this device and then the generator you are using dies due to lack of fuel. Now, you can't fuel your generator to generate electricity to get your fuel out.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 17, 2017, 06:04:50 PM
Quote from: BlackSmokeDMax on December 17, 2017, 05:51:37 PM
Quote from: Canute on December 17, 2017, 05:31:30 PM
Another issue,
pawn don't access the storage for refueling jobs.
I got 3000 chemfuel inside, but can't refuel generator or launchpads.

And pawn't don't restock stockpiles with higher priority from the storage.

LOL, that could create quite the quandary. Storing fuel and supplies to build a new generator inside this device and then the generator you are using dies due to lack of fuel. Now, you can't fuel your generator to generate electricity to get your fuel out.

Indeed. I realized in my playthough i had switched to geothermal by the time i had built my infinite storage  :-[
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: BlackSmokeDMax on December 17, 2017, 06:17:19 PM
Quote from: Kiame on December 17, 2017, 06:04:50 PM
Quote from: BlackSmokeDMax on December 17, 2017, 05:51:37 PM
Quote from: Canute on December 17, 2017, 05:31:30 PM
Another issue,
pawn don't access the storage for refueling jobs.
I got 3000 chemfuel inside, but can't refuel generator or launchpads.

And pawn't don't restock stockpiles with higher priority from the storage.

LOL, that could create quite the quandary. Storing fuel and supplies to build a new generator inside this device and then the generator you are using dies due to lack of fuel. Now, you can't fuel your generator to generate electricity to get your fuel out.

Indeed. I realized in my playthough i had switched to geothermal by the time i had built my infinite storage  :-[

I kind of like that it is in there. Gives you reason to plan ahead properly. And if you don't, you need to start scavenging other things to put together a quick electricity generating device to solve the issue.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 17, 2017, 10:53:10 PM
Update:
-Infinite/Textile/Body Part Storage now auto-collect unreserved dropped items to keep the area around them clean.
--Whether there is auto-collect and the time interval can be changed in the Mod Settings
-Fuel will now be dropped when requested
-Fixed the left hand tally to tally only the things that should be tallied.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 18, 2017, 04:07:05 AM
Quote from: Kiame on December 17, 2017, 05:49:08 PM
As for the stockpile priorities i'll need to figure out where that happening... So i can reproduce the priority issue. Is it that pawns are taking to the Infinite Storage instead of a normal stockpile that has higher priority?
Infinite Storage got prefered, contained 57 component
a 1x1 stockpile got critical, contained 13 component
Noone is useing components.

Newly created components get hauled to the Infinite Storage.
If i remove componets from the Infinite Storage, it get hauled ti the 1x1 stockpile.

And no job get created to move components from the Infinite Storag to the stockpile to restock it.

Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: SpaceDorf on December 18, 2017, 04:23:15 AM
Is it strange, that my only concerns about the storage is that 1x1 feels to small ?

building the textile storage was the best thing ever for me.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 18, 2017, 04:41:56 AM
Don't you know the Kiame's excuse ? :-)
He isn't an artist and don't got nice textures for all his projects.
But with the energy cost, i feel this a bit balanced even with the 1x1 size.

But like i mention at the textilstorage, you just can expand the size by yourself :-)

Edit:
Another Issue.
I just notice a constructor only request the items for the current blueprint.
But when build a wall or floors this is very annoying. He just get the material for 1 wall step and can't deliver material to the other segments.
This will cause him to move alot.

Similar issue for crafting.
Want to craft a shield belt, 50 plasteel/50 uranium/ 6 comp.
The storage got 230 plasteel/140 Uranium/57 comp.
But can't craft, say "need material".
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 18, 2017, 03:33:40 PM
Oh good catch about the walls... hmm i'll need to look into that.

I had noticed that at times more resources than needed were getting dumped. Haven't seen the issue that they cant take the items though.

Just an fyi i probably won't be too productive today, got a nasty stomach virus last night so taking it easy today.

I've also seeen that pawns are favoring infinite storage even with lower priority. I need to figure out what's going on there...
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: SpaceDorf on December 18, 2017, 05:50:09 PM
I report that I successfully switched from Textile and Bodypart Storage to Infinite Storage
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 18, 2017, 09:38:04 PM
Update:
Haulers will now take items to the proper places instead of always the infinite storage

Looking into the minified items problem next
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 18, 2017, 11:21:02 PM
Update:

Minified things can now be stored in Infinite Storages


Next up i'll probably look at having a max stack spawn when a wall or door is being made.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 19, 2017, 02:22:24 AM
QuoteNext up i'll probably look at having a max stack spawn when a wall or door is being made.
Don't forget floors and furnitures.
You should allways drop a stack if a material is requested.
Don't forget material request for crafting currently don't work too.

Minified works now, but Appareal/weapons still get thrown out.

Edit:
Something is wrong with the mass calculation.
I notice my light is flickering again, because of low powergrid but i just enable another generator shortly.
I just empty the Inf. storage, and it suck it up shortly and needed less power then before.
After loading a safegame the mass get new calculated, then it allways works. I think this happen when you running it a longer time with serveral in/outputs of the storage.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 19, 2017, 10:52:09 AM
Thanks for the continued feedback Canute!

I am doing more testing now to make sure it all seems to be working and I'll get another update out shortly.

I think i have the other points covered now save for the mass calculation. I'll keep watching for when i may get off.
To make sure this mod does not add too much overhead CPU wise I've decided to update the calculation on each add/remove. I've double checked my add/remove methods and i think i found the culprit
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 19, 2017, 03:14:14 PM
Update:
-Weapons and Apparel can now be stored correctly
-Corpses can no longer be stored. Any corpses that were stored will be next to the Infinite Storage they were in.
-Weight calculations should (hopefully) be correct. Let me know if it seems off still.
-When requesting a resource for building buildings (walls, doors, floors, etc) at least a stack of the requested resource will be dropped
-Rewrote how bill ingredients are removed - should be much better now!
-Added an 'Apply Filters' button. After changing the filters for an Infinite/Textile/Body Part filter, hit this button to have items that no longer match get dropped to the floor

I'm still debating the last one. I want to keep this mod as light as possible on the cpu and there's no easy way to tell when the storage settings are changed w/o doing a less than trivial compare (also uses more memory).  To that end I decided to go the manual route of a button to press after updating the storage settings.

Depending on feedback I'm thinking any filtered items will first try to be placed in other Infinite/Textile/Body Part storages on the map and if they cannot then they'll be put on the ground.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 19, 2017, 04:53:47 PM
The extra button isn't realy needed.
After i changed the filter setting, i just click empty&collect.

QuoteI'm thinking any filtered items will first try to be placed in other Infinite/Textile/Body Part storages on the map and if they cannot then they'll be put on the ground.
I don't think they should transfered, i am against these kinds of cheats.
Just drop them on ground, and let the hauler do the job.
I think one TARDIS is enough each colony.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 20, 2017, 02:17:32 AM
Me again,
Weapons still geting thrown out. I got 2 clubs and 1 minigun laying next to it, and no weapon stored.
When i press collect they got scooped in, and geting  thrown out.

Appareal works fine so far.
Crafting and construction looks good.
Priority works for haul to storage.

But it never get hauled out of the storage to a stockpile.
Like when you want some small forward stockpiles for far away constructions, or just some stockpiles for weapon/appareal next to the door.
Hauler never take stuff out of the storage to fill any stockpiles.

Further request,
could you maybe add subcategories for the "view storage" window ?
At last the main categories would be useful.
And maybe a search box.

Edit:
And another issue i found.
When you create a caravan, items at the storage don't appear at the caravan selection.

And one thing i notice, since appareal is working now.
The sorting at the "view storage" is alphabetic, but this don't include the material of the appareal.
Racoon leather bowler hat is before components.

I am notice the Textile storage from this mod, droping textiles and i don't see any crafter/constructor that use them.
The textile storage will collect all after a while, and start to drop them again.
Infinity storage is exclude for textiles.
I don't saw this before this release.

Some idea about the power/storage managment.
The inf. storage only accept new items, when the powergrid got at last 100W free power, to prevent an overload of the storage.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 20, 2017, 03:42:17 AM
Yes the View window is still a work in progress  :)
I would like to have categories and find a better way to sort things. I had not thought of a search but that should be doable and helpful

I have not been able to reproduce the weapon collection issue. I'll keep an eye out for it though.

Hauling out-of Infinite storage is something i will need to look into. It's currently a manual process of pause game->View->drop item to haul->tell pawn to haul->Collect

I'm having difficulty with caravans as the items are getting reclaimed as they're not getting reserved by pawns. I'm leaning toward haulting auto-collection until the caravan reaches the world map.

As for textile storage. This same thing was happening for other people w/ the other mod and I have yet to track it down. It seems like there is a process that keeps checking whether there's textiles available but never uses them.

I do like the power suggestion. Maybe i'll add that as a setting
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 21, 2017, 06:31:53 PM
Update:
-Fixed an issue where pawns would try to use material stored in Infinite Storages in other maps
-Added a "Search" box to the View window
-Added a "Power Buffer" mod setting to prevent haulers from overloading Infinite Storage and causing brown-outs
-Items stored in Infinite/Textile/Body Part storages will now be available when forming caravans

Note: Until the pawns in the caravan either exit the map or are told to cancel the caravan, auto-collect will be turned off so that items can be collected.
If something goes wrong and the items are not collected, let me know and to start auto-collection again manually click the "Collect" button on the storages.

As of now if the Cancel button is used from the Form Caravan window, items will neither be collected nor will auto-collect turn on. This will likely remain the case for the time being due to limitations in modding tools. To correct this either manually select each Infinite/Textile/Body Part Storage and press the Collect button OR form a caravan then immediately cancel it by selecting a caravan-member pawn and use the Cancel Caravan button.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 22, 2017, 03:47:10 PM
Just wanted to say, weapon stay at the storage now.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 24, 2017, 04:07:44 PM
Update:
-Infinite Storage will now drop a component when a tool needs to be fixed
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 26, 2017, 10:43:24 AM
Just tried your mod. Since i have a ton of stuff, and having huge areas just for storage, seems like a pointless concept for me at this point.

But i ran into some issues. Most importantly that i cant see what is actually stored in the containers? Clicking the filter icon, brings up a empty frame with a input field in it. Typing anything and hitting return, only does a "new line" and nothing happens.

Is this a known issue?

Edit; did some further testing, it seems to be the "Artificial AI core" 's i had that are causing the issue. They dont show up in the list at all, and searching for them returns "nothing".

edit2; seems poison ships are now indestructible o.O I cant damage them at all.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 26, 2017, 01:09:48 PM
QuoteBut i ran into some issues. Most importantly that i cant see what is actually stored in the containers? Clicking the filter icon, brings up a empty frame with a input field in it. Typing anything and hitting return, only does a "new line" and nothing happens.

Is this a known issue?

Edit; did some further testing, it seems to be the "Artificial AI core" 's i had that are causing the issue. They dont show up in the list at all, and searching for them returns "nothing".
No thats not the common way it works.
Could you please tell us from which mod are the "Artificial AI core" ?
The Vanilla game only got "AI personal core".

Kiame,
some issues with the latest version.
- Since we spoke about the "AI personal core", this item don't get shown at the Storage view. And no search result when i enter AI
- like Heymom mention, pressing "Enter" at the search field give a new line, maybe disable Enter at this input field.
- Search result not allway 100% accurate
I see 3 bolt action rifle in the storage, when i search for rifle or bolt it only show 2 of them. Same for armor vest.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 26, 2017, 01:19:40 PM
Let me take a look.

As for indestructible poison ships, it's not this mod. I had two land basically on my base last night and both were destroyable as expected.

Edit: How interesting. AI Personality cores do not show up in the view. They can be retrieved via Empty though... i'll report back when i'm done digging into this
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 26, 2017, 02:32:41 PM
Update:
-Better search capabilities from the View dialog (fixed input issues too)
-Added Tabs to the View dialog
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 26, 2017, 11:02:32 PM
Cant test the changes. Using the master from github. Research and building works fine. But after completion of the build. The storage container vanishes.

If i download the release branch. No changes have been made.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 26, 2017, 11:14:24 PM
Heymom

I downloaded the version on github and used that to see and everything appears to be up to date with that version and i can build it w/o a problem (doesnt disappear once it's built)
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 26, 2017, 11:20:03 PM
So I am having a few issues with this mod and by extension the textiles storage. It is not recognizing wood or stones to build floors. That is when I go to designate a floor to be built it says I have none available. Could it be load order? I have things like extended woodworking, cupro's stones along with architect sense and more floors...well those and like 150 others. It is not even universal across all items. It will pull cupro metals and vanilla metals just fine but nothing from extended woodworking. Do you need my log to help me with this one or maybe should I put this mod before all of those? I don't get any red errors thrown at me at all.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 12:24:12 AM
What exactly is the problem?
Is it when clicking the button to build a floor type that options are not available?
Is it once the flooring has been placed and you right click to tell a pawn to start building that it says no materials found?
Is it once the flooring is down no materials are spawning from the infinite storage?

Just tested w/ Expanded Woodworking and I was able to lay floors just fine. I did notice the icon was red (meaning i didnt have any but i knew i did) which i can look into. I ignored that and was able to lay the flooring and the pawns quickly completed laying the new floors.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 27, 2017, 01:54:19 AM
Quote from: Kiame on December 26, 2017, 11:14:24 PM
Heymom

I downloaded the version on github and used that to see and everything appears to be up to date with that version and i can build it w/o a problem (doesnt disappear once it's built)
Which version did you use, the one under release or the master ?

I might have broken my game, not sure..

Edit; Clean install of the game. Check the screen shot for specific errors.

https://imgur.com/a/kY0Sw
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 27, 2017, 03:29:33 AM
Heymom,
at last the Master from github you CAN'T use a mod, it don't contain the assembies only the source. You would need to compile the source self to get the assemblies (.dll).

Under releases you find the latest release of the mod.
And your screenshot show that you got other problems too, or these other red errors only appeared after you installed Inf. storage ?



Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 27, 2017, 03:31:47 AM
Quote from: Canute on December 27, 2017, 03:29:33 AM
Heymom,
at last the Master from github you CAN'T use a mod, it don't contain the assembies only the source. You would need to compile the source self to get the assemblies (.dll).

nder releases you find the latest release of the mod.U
And your screenshot show that you got other problems too, or these other red errors only appeared after you installed Inf. storage ?
Didnt know about the .dll files. But he stated that he had just updated it, and if i look under release, last "edit" was 10 days ago, so i assume that those updates/fixes aint included in the release.
Its a fresh install of the game. So i aint sure what other "problems" there is? Could be that data is stored else where .. i see that simplesidearms are making red warnings. But the mod wasnt included in the test, only the infinite storage mod. Strange...
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 04:10:28 AM
Use the link in the first page which says "Direct Download: B18 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/B18/InfiniteStorage.zip)" which goes directly to the zip file: https://github.com/KiameV/rimworld-infinitestorage/releases/download/B18/InfiniteStorage.zip

I update the releases directly. The date in github is the date when the release was made.

The errors you're getting are due to the fact that the master branch only has the code and nothing else so the game is looking for infinite storage but can't find it because it's not compiled. To the simple sidearms error, no clue.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 27, 2017, 04:24:16 AM
Quote from: Kiame on December 27, 2017, 04:10:28 AM
Use the link in the first page which says "Direct Download: B18 (https://github.com/KiameV/rimworld-infinitestorage/releases/download/B18/InfiniteStorage.zip)" which goes directly to the zip file: https://github.com/KiameV/rimworld-infinitestorage/releases/download/B18/InfiniteStorage.zip

I update the releases directly. The date in github is the date when the release was made.

The errors you're getting are due to the fact that the master branch only has the code and nothing else so the game is looking for infinite storage but can't find it because it's not compiled. To the simple sidearms error, no clue.
Ty, ya got it working. I totally missed the non-compiled from the master branch :( sorry

Finally i can delete some of my storage areas :D
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 27, 2017, 04:28:45 AM
New storage tabs are nice so far.
But basicly i would see a tab for each main category (Resources,manufactured,item,weapon,apparel,chunks).
But i am aware that they wouldn't fit the "small" window.

Search is working, i found now all rifle/vest.
Enter isn't disabled but the new line get deleted, not perfect but it's working.
Maybe take a look at
https://github.com/DoctorVanGogh/StorageSearch/archive/experimental/a18.zip
how he solve the "Enter" problem.
Very positiv, you can search for material at apparel/weapons.

Funy thing, beer is a weapon because of it mellee damage, but wood isn't.

Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 04:32:14 AM
Oh i didnt know about beer. I added a check to prevent wood from being put with the weapons

I'll take a look at that search, thanks

This is my first attempt at balancing the different categories. I was thinking get all the unstackable things out into their own categories. I think I'll also make it more dynamic so only categories that have items will display. If anyone has any other ideas at the different categories I am all ears -- 4 maybe 5 categories max unless someone has a better layout in mind... i could even consider having the tabs on the left stacked up/down with the contents on the right. The flow of the window would be off then. Maybe left side would have at the top the search then each main category under with the contents on the right.
Yeah i'm still figuring out how best to work this   :o
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 27, 2017, 04:40:56 AM
Did you just do an exclusive check for wood ? What happen when you add Vegetable Garden with bamboo/Ironwood ?

As further request, it would be nice to see the Quality/condition of the items.
And no i don't realy want see a mending attachment for the infinity storage. I think that should be an exclusive feature for the dresser/weapon storage.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Malk on December 27, 2017, 09:29:16 AM
I've run into an issue where when I set the electric smelter to smelt weapons between quality x and y the infinite storage will eject any and all weapons contained, regardless of quality, and pawns will start the job smelting any quality at the smeltery, even though a right click confirms that there is no valid material (weapon of specified quality) available. They keep trying to smelt my legendary and masterwork weapons...

This only occurs if the weapons are contained in and ejected by the infinite storage. As soon as I eject them and turn the storage off the issue disappears.

Edit: It also seems to ignore the ingredient radius.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 27, 2017, 11:02:44 AM
Quote from: Kiame on December 27, 2017, 12:24:12 AM
What exactly is the problem?
Is it when clicking the button to build a floor type that options are not available?
Is it once the flooring has been placed and you right click to tell a pawn to start building that it says no materials found?
Is it once the flooring is down no materials are spawning from the infinite storage?

Just tested w/ Expanded Woodworking and I was able to lay floors just fine. I did notice the icon was red (meaning i didn't have any but i knew i did) which i can look into. I ignored that and was able to lay the flooring and the pawns quickly completed laying the new floors.

Ok I have narrowed down the problem I think to Architect sense. It merges all floors together and when it THINKS you don't have an item in storage to make it, it flat out just doesn't appear as an option to select or lay the floor.

To give a direct example. If all my stuff is in a normal storage and I select Mosaic Parquet it gives me a list of woods in my storage I can build the floor with. When I put them into the infinite storage box, those options go away till I can't put down any floor at all. It does the same for Stone and Metal floors and textiles and carpets.

Which...to go further while they will pull things for some jobs out of the storage, I was using it for chunks thinking I could at least have those cleaned up and off the floor, I had it right next to the stoneworking bench and he was still walking across the map to pick up rocks from the ground. And thirdly whenever medications are put into either the Infinite Storage or the Bodyparts storage box, Operations no longer see medicines in order to select those as jobs.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 27, 2017, 11:13:13 AM
Thats a common problem with the storage.
Anything inside the storage is basicly non-existent, just numbers , or if you like at an extradimension pocket.
The normal Rimworld interface/jobdriver don't see them. Only a few things are modified yet to work with it.
Give Kiame more time to find better solutions/ideas how to handle it.
In the meantime you need to do some micromanagment or just don't store special item on it.

About the stonecutter, did you try to reduce the ingredent search range, that it just include the storage ? Then the hauler just deliver chunts to the storage, and the crafter take them out.
But i don't recomment to use the storage to store chunks or blocks, that use alot of energy since they weight much.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 27, 2017, 11:27:49 AM
I did lower the range I am not sure why they are not pulling from the storage, I had a previous save game in which I was using it the same way and they were pulling from the box for stoneworking. If I was JUST going to use the box for storage of chunks I had lowered the energy requirements to be tolerable for that purpose. Though to be sure energy is only an issue early on once I research Solar Roofs a few Orassan power relays, energy is not a problem.

Note I wasn't complaining or telling him "FIX IT!!" (sorry if it came across that way.) just noting what I was experiencing. Storage is a tricky task and I have tried many of the various storage mods available and this is the closest to doing it the way I would like. To me the ideal would be a combination of what this mod is going for combined with the As Simple as Rack mod https://ludeon.com/forums/index.php?topic=23205.60 and instead of dropping on the floor items would pull to the shelving locations for pawns to use. It would be visually and functionally be what I would want. I wish I had the knowhow to combine them myself and make it work.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 02:53:29 PM
@Canute - No plans to have any attachments. That'll stay exclusive with the other mods  :)

@JinxVanAshke
As Canute was saying, i'm basically having to reinvent how RW handles items stored in infinite storage. There are a large number of paths through which pawns find and use items and when I make those items not exists I need to add paths in the logic to check the infinite storages for the items. It'll never be perfect but hopefully i can cover enough cases where it's seldom anyone will have to directly micro-manage the storage.

I'll take a look at architect sense and see how it's determining what's available. It it's using the base game's code it should have worked with inf storage, the fact it's not working makes me worried it will be difficult to integrate. I'll take a look in either case.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 02:55:34 PM
Quote from: Malk on December 27, 2017, 09:29:16 AM
I've run into an issue where when I set the electric smelter to smelt weapons between quality x and y the infinite storage will eject any and all weapons contained, regardless of quality, and pawns will start the job smelting any quality at the smeltery, even though a right click confirms that there is no valid material (weapon of specified quality) available. They keep trying to smelt my legendary and masterwork weapons...

This only occurs if the weapons are contained in and ejected by the infinite storage. As soon as I eject them and turn the storage off the issue disappears.

Edit: It also seems to ignore the ingredient radius.

Ingredient radius at this point is being ignored - i assume you mean inf storage drops items even if it's outside of the bill's radius. It's a decision i made as I have not figured out a good way to determine this without stepping on too many other code paths (it's a balance between how much time i have/code bloat/reward)

I will take a look and see why quality is not being taken into account. I think i have an idea where that problem is

Edit: I feel dumb. I figured out how to have the radius work with infinite storage
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 27, 2017, 03:03:06 PM
Quote from: Kiame on December 27, 2017, 02:53:29 PM
@Canute - No plans to have any attachments. That'll stay exclusive with the other mods  :)

@JinxVanAshke
As Canute was saying, i'm basically having to reinvent how RW handles items stored in infinite storage. There are a large number of paths through which pawns find and use items and when I make those items not exists I need to add paths in the logic to check the infinite storages for the items. It'll never be perfect but hopefully i can cover enough cases where it's seldom anyone will have to directly micro-manage the storage.

I'll take a look at architect sense and see how it's determining what's available. It it's using the base game's code it should have worked with inf storage, the fact it's not working makes me worried it will be difficult to integrate. I'll take a look in either case.

You humble me with your quick responses. If it doesn't work it is no worries. I already have a workaround with an alternate storage pile and priorities so they just move what I want next to where I want. I used to do it back in the day before the Haulers haul to craft spots mod. Makes things get built quickly anyway. Just an extra step that, I feel like you are trying to eliminate some of the micromanagement processes...You know this is just an idea out of ignorance...but the automation factory mods have a stockpile setup around some of the automated equipment. Is there is a chance that having a default stockpile that pulls to and from the storage box itself would make things integrate easier? Again I don't know jack just a thought.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 11:03:12 PM
Update:
-Bill radius is now taken into account when selecting Infinite Storages to pull ingredients from.
-Quality is now correctly taken into account for bill ingredients
-Thing labels in the View window have been improved
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 27, 2017, 11:07:00 PM
Quote from: JinxVanAshke on December 27, 2017, 03:03:06 PM...You know this is just an idea out of ignorance...but the automation factory mods have a stockpile setup around some of the automated equipment. Is there is a chance that having a default stockpile that pulls to and from the storage box itself would make things integrate easier? Again I don't know jack just a thought.

It would make my life easier if actions were performed on the stockpile - like add thing/remove thing - but instead the game assumes the items are always visible and so the game acts on the items themselves and not the stockpile.


I took a look at architecture sense and if i understand it correctly, it's not a mod for end users but instead for use by modders who will include that in their mods. In short, though, it did not consolidate floors into a single button to click from which the material can be selected. I did some searching for a mod that does that but no luck (heck i'd like to use it if it exists). If you know what mod it is that does that could you let me know?

Thanks
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 28, 2017, 12:33:48 AM
Update:
-The last update caused more things to drop than needed in bills, fixing that

This also fixes a lingering problem where:
A bill requires 50 fabric. The storage has 25 muf leather and 25 cloth. The old logic would spit both out and call it good. This update will now require a full 50 muf or 50 cloth
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 28, 2017, 12:26:23 PM
Quote from: Kiame on December 27, 2017, 11:07:00 PM

I took a look at architecture sense and if i understand it correctly, it's not a mod for end users but instead for use by modders who will include that in their mods. In short, though, it did not consolidate floors into a single button to click from which the material can be selected. I did some searching for a mod that does that but no luck (heck i'd like to use it if it exists). If you know what mod it is that does that could you let me know?

Thanks

So how I  understand and have used Arch sense is like a Framework, like Misc. Core, Or Alien Framework etc. I will attach a screenshot so you can see the difference. With Architect sense installed and it puts all my floors into one Button and makes the floor design the selectable and when you pick that every item in your stockpile it can be built out of is selectable if you don't have it in your stockpile it doesn't show up as an item. I use it in Tandom with Stuffed floors and it then takes all the items from Ext Woodworking, Veg Garden, and so forth and Stuffed Floors lets the floors be made out of...stuff and A.S. lets the Architect tab display it all. Or at least that is what Fluffy's Stuffed Floors tells me to do. Stuffed Floors says...it adds a custom FloorDefType that derives from TerrainDef to allow modders to create floors by setting a texture. But you have to use that one and Architect together. I wonder if that is causing the problem.


[attachment deleted by admin: too old]
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 28, 2017, 03:29:25 PM
ok i had enabled AS and didnt see any difference - no multi-select for floors for instance. Let me try w/ stuffed floors too
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 29, 2017, 01:22:46 AM
Quote from: Kiame on December 28, 2017, 03:29:25 PM
ok i had enabled AS and didnt see any difference - no multi-select for floors for instance. Let me try w/ stuffed floors too

I really appreciate you going to all the effort to look into this.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 02:00:44 AM
Ok i was able to reproduce it with Stuffed Floors and A.S.

After digging through Fluffy's code I've confirmed he's doing his own thing outside of the normal game's path when determining what's available to build with. I've tried possibly making a second mod which would bridge the two but I've not been able to figure out how to get it to work.

At this point I'm going to put it on the back burner. If i think of a way to get this to work I'll update this thread (at this point i'm thinking it's unlikely though)
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: JinxVanAshke on December 29, 2017, 02:06:13 AM
It is no worries mate. Once I started reading what he was doing myself, I was thinking it would be unlikely. I really appreciate you trying and if you have not heard often enough--An honest to goodness thank you for all the mods you make, I am pretty sure I have everyone you make downloaded and in use and enjoy my game more because of it.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 29, 2017, 03:29:24 AM
Don't forget fluffy's mod is pretty old, and just got updated that it worked.
Maybe ask Fluffy about this, maybe he agree to rewrite the code to follow the game paths for more compactibilty ?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 29, 2017, 03:50:18 AM
Been playing around with the mod, and i like it a lot so far :)

I wonder why stored stuff gets spit back out sometimes? Is it because my net cant provide the power needed, and therefore uses the "setting" fail safe value and spits out items accordingly ?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: RyanRim on December 29, 2017, 05:17:33 AM
If I put the storage box to a freezer, will the harvests in it stay frozen? Haven't got time to try.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 29, 2017, 05:39:50 AM
Since you can't store corpse or food related things on these storage.
Or did you mean some of these organharvest item they are rottable from another mod ?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 29, 2017, 11:23:18 AM
Kiame,
you did alot of work to the infi. storage self.
But now i notice, my crafter couldn't made bill at the mashine table because of missing cloth.
All cloth is stored in the textile storage (the one from this mod, not the from the seperated mod).
Did you miss the improvements to that storage ?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 29, 2017, 12:14:12 PM
Anyone using "Auto Sell" mod with this one? not sure if its the IniStorage mod that is the culprit, but i cant seem to get the autosell mod to work.
I can make a shopping list as usual, and setup the comms etc. but nothing is being sold/bought.
I have tried;
- to recycle the shopping list
- update the shopping list
- deconstruct/rebuild the print station
- deleted/created the orders on the list
- enabled/disabled AI selling
- pawn x as manual seller
- build the trade post log (other version of the trade printer)
- ticked the "merge with x" icon on the shopping list itself.

nothing has worked. I have the AI Manager build, so the AI selling should work. I have done this in all my games, and never had this issue.

Any help is appreciated.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 04:21:17 PM
Quote from: Heymom on December 29, 2017, 03:50:18 AM
Been playing around with the mod, and i like it a lot so far :)

I wonder why stored stuff gets spit back out sometimes? Is it because my net cant provide the power needed, and therefore uses the "setting" fail safe value and spits out items accordingly ?

I've tried to address the spitting out of random things to a minimum. I think there's a path still that i have not found which is causing an issue. The auto-collect will hopefully address this problem by an large indirectly.

The root of the problem is the game assumes all resources are always on the map. This mod removed stored items from the map and needs to spawn them prior to being needed and hopefully only when a pawn will 'restrict' the newly placed item (meaning the pawn is going to use that item as soon as it pops out).

As I've found over the last few weeks it's in no way a trivial matter and it'll probably never be perfect. My goal is to cover a good portion so there's very little micro management of the storage itself
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 04:22:00 PM
Quote from: Canute on December 29, 2017, 05:39:50 AM
Since you can't store corpse or food related things on these storage.
Or did you mean some of these organharvest item they are rottable from another mod ?

I think i've prevented storage of anything that can rot. In either case there is no way to 'cool' things that are stored
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 04:25:47 PM
Quote from: Canute on December 29, 2017, 11:23:18 AM
Kiame,
you did alot of work to the infi. storage self.
But now i notice, my crafter couldn't made bill at the mashine table because of missing cloth.
All cloth is stored in the textile storage (the one from this mod, not the from the seperated mod).
Did you miss the improvements to that storage ?

On the code side there's no difference between Body Part, Textile, or Inf Storage. They all use the same code. The only difference is how they're defined in the xml.
I'll take a look and make sure my last change didn't break something.

Basically how the code works for bills and ingredients is: Vanilla code runs and returns ingredients that were found that match the receipt/bill. I then go through every storage (textile/body part/inf) and compile all matching resources. At the end, if enough resources to meet the bill's needs are found, the needed resources are spit out of whatever storage that item was stored in -- bill radius is taken into account now too.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 29, 2017, 04:38:22 PM
QuoteOn the code side there's no difference between Body Part, Textile, or Inf Storage. They all use the same code. The only difference is how they're defined in the xml.
I'll take a look and make sure my last change didn't break something.
Ok, but the bills from the mashine table works when the textiles are at the infi. storage.

Another thing,
communication option like Offer gift, or call caravan don't work with silver inside the storage.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 04:47:14 PM
oh didnt think about that path with the silver!
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 04:55:05 PM
I just tried this case with machine table:
Bill Requires: 100 plasteel, 10 components, 400 cloth/leather

Texture Storage - 400 cloth
Inf Storage - 1000 plasteel, 110 components

Both storages spawned the required amount of resources.

Just to verify in your case Canute, is the textile storage within the work radius of the machine table?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 29, 2017, 05:18:45 PM
Update:
-Stored silver can now be used to request caravans and as gifts
Note: The silver will drop out of storage once the window opens. The dropped silver must be within a beacon's range to be counted.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Cloud1253 on December 29, 2017, 06:21:52 PM
Hello found bug i think when i have any colonist or anyone who needs operation and am using infinite storage or that body storage it always says that i dont have any medicine for surgery even tho i have medicines
(https://i.imgur.com/pL77sMY.jpg)
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: RyanRim on December 30, 2017, 04:30:43 AM
Quote from: Kiame on December 29, 2017, 04:22:00 PM
Quote from: Canute on December 29, 2017, 05:39:50 AM
Since you can't store corpse or food related things on these storage.
Or did you mean some of these organharvest item they are rottable from another mod ?

I think i've prevented storage of anything that can rot. In either case there is no way to 'cool' things that are stored

I use smokeleaf mod and I use the infinite storage to pack away all my harvest, these leaves still rot though, over long period of time. But thanks for the information.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 30, 2017, 05:20:50 AM
Quote from: Kiame on December 29, 2017, 04:55:05 PM
I just tried this case with machine table:
Bill Requires: 100 plasteel, 10 components, 400 cloth/leather

Texture Storage - 400 cloth
Inf Storage - 1000 plasteel, 110 components

Both storages spawned the required amount of resources.

Just to verify in your case Canute, is the textile storage within the work radius of the machine table?
Very curious, i tried to reproduce it myself again, and it works.
The only thing before, i didn't researched Inf. storage and didn't build one so far. Just the textile storage.
And i know for sure i needed to empty the textile storage that the crafting started, before i got the "need material" msg.
The search range is max.

Edit:
Ok, it has nothing to do with the textile storage.
I just got the similar problem, just with steel+componets at the mashine table.
"Need material" and when i empty the infi. storage i can start to craft it.

I just prepared an archiv with safegame + mods if you want take a look self.
http://www.mediafire.com/file/oa4hdrr8uaidaho/Tailor%27s_Village_2.7z
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 30, 2017, 11:59:32 AM
Quote from: Cloud1253 on December 29, 2017, 06:21:52 PM
Hello found bug i think when i have any colonist or anyone who needs operation and am using infinite storage or that body storage it always says that i dont have any medicine for surgery even tho i have medicines

which mod adds those options?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Heymom on December 30, 2017, 03:17:32 PM
Is it correct that i can only have 1 of each type on a given map? I tried to build 3 Body Part Storage units. But only 1 is being filled (which is full it seems) counting 4421 items.

Also seems that if you eject something and it auto collects it, the counter ticks up.
ex.
i had a count of 4421 items, i ejected 4000 herbs, and it collected it. New count is 8421.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Cloud1253 on December 30, 2017, 03:39:24 PM
Quote from: Kiame on December 30, 2017, 11:59:32 AM
Quote from: Cloud1253 on December 29, 2017, 06:21:52 PM
Hello found bug i think when i have any colonist or anyone who needs operation and am using infinite storage or that body storage it always says that i dont have any medicine for surgery even tho i have medicines

which mod adds those options?

its in vanila Rimworld when you want to remove something from colonist or add to them or heal them it says you dont have herbal medicine  materials but when i press on empty infinite storage and that body parts it will allow to use the medicines
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 30, 2017, 07:10:21 PM
I finally got some time to get a game going to test this out from the beginning - tribal start

I've found that there is still a problem with the bill logic. I've totally re-written the code again (3rd time charm?) and it fixed the problem I had run into in my play through. I am going to continue playing and make sure it works in other cases as well.

The case i ran into was:
-Textile Storage w/ cloth
-Steel on ground

Unlike my previous testing the steel was not being carried over to when I was checking the textile storage so it was saying i was missing materials. I'm not sure why the code was behaving differently than when i tested it originally - maybe since i'm using 50+ other mods there's a collision i had not accounted for before.

Anyway if this new revision seems to be working I'll upload it probably tomorrow.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Tutankhamun on December 31, 2017, 03:44:58 AM
Two bugs with B18:

#1: If i place items on the infinite container, colonists will not use them to craft stuff (i have the android mod and they never go to the container to pick steel and components to build droids. I have to drop them from the container for them to come and pick it up)

#2: If i drop something from the container, after a few seconds the items go back to the container without any input. This is frustrating when i try to drop a weapon for a colonist to use.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on December 31, 2017, 04:42:32 AM
Quote from: Kiame on December 30, 2017, 07:10:21 PM
Unlike my previous testing the steel was not being carried over to when I was checking the textile storage so it was saying i was missing materials. I'm not sure why the code was behaving differently than when i tested it originally - maybe since i'm using 50+ other mods there's a collision i had not accounted for before.

Anyway if this new revision seems to be working I'll upload it probably tomorrow.
Do you think mod's like Better Workbench Management  (https://ludeon.com/forums/index.php?topic=33083.0) might interfere with it ? Maybe because of the load order ?

And try it out self since i can't verify it, its just a feeling.
When i delete the bill and recreate it, it might work. But a loadsafegame might change it too.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 31, 2017, 04:28:22 PM
Quote from: Tutankhamun on December 31, 2017, 03:44:58 AM
Two bugs with B18:

#1: If i place items on the infinite container, colonists will not use them to craft stuff (i have the android mod and they never go to the container to pick steel and components to build droids. I have to drop them from the container for them to come and pick it up)

#2: If i drop something from the container, after a few seconds the items go back to the container without any input. This is frustrating when i try to drop a weapon for a colonist to use.

Item 2 is auto-collect. There are settings for this in Mod Settings

Item 1 what mods are involved? What items are not getting removed and what receipts are not having items pulled out?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on December 31, 2017, 04:31:32 PM
Quote from: Canute on December 31, 2017, 04:42:32 AM
Quote from: Kiame on December 30, 2017, 07:10:21 PM
Unlike my previous testing the steel was not being carried over to when I was checking the textile storage so it was saying i was missing materials. I'm not sure why the code was behaving differently than when i tested it originally - maybe since i'm using 50+ other mods there's a collision i had not accounted for before.

Anyway if this new revision seems to be working I'll upload it probably tomorrow.
Do you think mod's like Better Workbench Management  (https://ludeon.com/forums/index.php?topic=33083.0) might interfere with it ? Maybe because of the load order ?

And try it out self since i can't verify it, its just a feeling.
When i delete the bill and recreate it, it might work. But a loadsafegame might change it too.

I did try changing load order - it was at the top and i moved inf storage to the bottom. I am using BWM and tbh I consider BWM a must have to i will make this work with that if that's the cause.

My re-re-write of my bill logic did not work out but i discovered something that would resolve this issue and i could just plug it into my re-write logic. In short I've added some code to my previously working code  :)   Doing more testing today just to be sure
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Tutankhamun on January 01, 2018, 01:32:46 AM
Quote from: Kiame on December 31, 2017, 04:28:22 PM
#1: Item 2 is auto-collect. There are settings for this in Mod Settings

#2: Item 1 what mods are involved? What items are not getting removed and what receipts are not having items pulled out?
#1: Sorry i didn't see this
#2: Mod is Androids B18. Materials are steel, plasteel and components.


Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on January 01, 2018, 05:13:57 AM
Tutankhamun,
about the items to craft stuff. Maybe you followed the last post a bit and you notice that isn't working allways.
But Kiame is allready working on it.
The current solution, drop all item from the storage before, order your pawn to craft. The storage will pickup the not needed stuff after a few secs.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 02, 2018, 03:29:56 AM
Just to let people know I have the bills working well with the other mods I use. There's a lingering problem where an error will sometime pop up when pawns are getting materials which I'm trying to track down. Hope to have the next version out in the next day or two.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 02, 2018, 10:29:15 PM
Update:
-Removing materials for bills should now be much more seamless with other mods
-Fixed an issue where Reset on a trade window would cause stored items to no longer be shown

Haul+ seems to throw an error every so often when a pawn is getting ready to craft. These errors can be ignored. (Not sure if this is new or not, i had not been testing Inf Storage with all the other mods I use before this)


Hold off on updating. Looks like med bills are not working correctly
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 02, 2018, 11:27:52 PM

We're good to go now  ;D

Update:
-Removing materials for bills should now be much more seamless with other mods
-Fixed an issue where Reset on a trade window would cause stored items to no longer be shown
-Fixed an issue with Med Options not finding medicine in storage

Haul+ seems to throw an error every so often when a pawn is getting ready to craft. These errors can be ignored. (Not sure if this is new or not, i had not been testing Inf Storage with all the other mods I use before this)
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on January 03, 2018, 05:40:47 AM
Positive feedback ! :-)
Bills geting needed material now.
Operation bill selection opens instantly now (previously it was sometimes a hugh delay, but i though that was based on RimMagic).

Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 03, 2018, 12:35:29 PM
I've made a slight adjustment to the medical options. The base game's logic will cause a slowdown as the number of body parts available increases.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Tutankhamun on January 05, 2018, 03:47:07 AM
Still the bill bug. This time with clothes. I'm using Holy Washer and Mending for B18. I have to drop the clothes in the container for colonists to wash and mend them.

It seems the problem with medicine has been fixed.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on January 05, 2018, 04:23:40 AM
At last the salvage bill from VG works well.
But can't say anything about mending since i only store 100% items at the storage, while 0-99% got a stockpile next to the mending bench.

Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 05, 2018, 12:20:16 PM
Quote from: Tutankhamun on January 05, 2018, 03:47:07 AM
Still the bill bug. This time with clothes. I'm using Holy Washer and Mending for B18. I have to drop the clothes in the container for colonists to wash and mend them.

It seems the problem with medicine has been fixed.

mending i know, and washer probably, do not use the vanilla code to find items. Due to this i probably will not support these as there is no clean way to do so. For more advanced apparel support i recommend using another of my mods Change Dresser (https://ludeon.com/forums/index.php?topic=35632.0) and the additional patch-mod for mending (https://ludeon.com/forums/index.php?topic=36832.msg377305#msg377305)
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 07, 2018, 03:39:30 PM
Update:
-Added mod setting: Empty on Power Loss
-Fixed finding ammo stored in Infinite Storages
-Auto-collect timer will reset when items are dropped
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 18, 2018, 03:28:38 PM
Update:
-Fixing an issue where mod settings were not being persisted
-Fixing an issue where a 0 energy factor was causing problems
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on January 20, 2018, 01:14:17 AM
Update:
-Fixing an issue where removing an item could cause an exception to be thrown
-Removing Infinite Trough as that is still a WIP and was never meant to be released
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Severik on February 17, 2018, 07:53:34 PM
hi,

im getting some strange bug here.

i loaded my Savegame (nothing changed since last save, no new mods, none deletet, non actualised) and my infinite Storages were acting strange.

they acted as if they were stuck in the "empty" mode. Pawns were trying to insert items and they just landed next to the storage. i tryig the "collect" button but nothing happened. i already checked the logs and there are no errors (at least not concerning this mod) and if i remove the mod completely. load the Savegame, save it, reload the mod, load the game and build an infinite Storage, its still the same Problem. i dont have this Problöem in other Saves and new games.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on February 18, 2018, 02:31:41 AM
Sounds like there's a lack of power. If the power buffer has been reached pawns will place items next to the storage and the storage will not load any more. The is set'able in the mod's options
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Severik on February 18, 2018, 07:48:11 AM
hah! you were right. i was so stupid to not check my Power Consumption. i was living off Saved energy in Batteries....gonna have to built some Powersources fast. thank you
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on February 18, 2018, 09:08:46 AM
I suggest not to store chunk/slag there, they weight alot and need much power to be stored. :-)
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Harry_Dicks on February 28, 2018, 02:48:28 AM
Dumb question: OP says mod supports EPOE, so this means that RBSE could work as well? Does anyone know if it fully does? What about any other "parts" added in from other health/surgery mods? Tibias, fibulas, clavicles, fingers and toes, all of those are supported by the medical storage?

Also, I had no clue that Textile Storage would spit out the required ingredients for a crafter. When you want to make a bill at a crafting table, are the bills able to recognize that you have the ingredients in your stockpile, but they are also instead in a storage unit? And if so, does it still work with Improved Workbenches?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on February 28, 2018, 03:09:03 AM
I do play with Better Workbench Management (https://ludeon.com/forums/index.php?topic=33083.msg337045#msg337045) and it works fine. I know some have issues with materials not getting spit out correctly. I have not tracked down all the mods that might be conflicting and I'll say with some confidence that that'd be an impossible task for a single person :P

The reason I ended up moving the three storages into a single mod was there was a bunch of shared code and this way, under the hood, all storages have the same code. I did leave Change Dresser and Weapon Storage out of the loop due to their special roles outside of just storage though I have ported most of the functionality added with this mod to those.

As for RBSE, any mod that adds items will have basic support (be able to store the items). The same is true for receipts. This mod will also check all 3 storage types for all the ingredients so if cloth and a body part are needed and the materials are found in both a textile storage and body part storage those will both be used (this does not include Change Dresser or Weapon Storage as the complexity to support external mods for this specific case would be too time-consuming for a hobby  ;) ). In my testing with ~60 mods it works. I know others have had problems and, again, there are probably many mods that will prevent material-items from being dropped as needed.

It's a balance between this mod re-writing too much original code (thus making it much less compatible with other mods) vs being as light-weight as possible insuring it will work with as many other mods as possible, i chose the later. The end result is I can't guarantee this will work all the time, but hopefully it's close enough for most.

Give crafting with these storages a shot. If it's not fully working it's probably best to go base-game stockpiles.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Harry_Dicks on February 28, 2018, 04:23:29 AM
Quote from: Kiame on February 28, 2018, 03:09:03 AM
I do play with Better Workbench Management (https://ludeon.com/forums/index.php?topic=33083.msg337045#msg337045) and it works fine. I know some have issues with materials not getting spit out correctly. I have not tracked down all the mods that might be conflicting and I'll say with some confidence that that'd be an impossible task for a single person :P
If I can ever actually get around to playing the game past just small test runs, then I'll be more than happy to report any individual issues I find :)

Quote from: Kiame on February 28, 2018, 03:09:03 AM
As for RBSE, any mod that adds items will have basic support (be able to store the items). The same is true for receipts. This mod will also check all 3 storage types for all the ingredients so if cloth and a body part are needed and the materials are found in both a textile storage and body part storage those will both be used (this does not include Change Dresser or Weapon Storage as the complexity to support external mods for this specific case would be too time-consuming for a hobby  ;) ). In my testing with ~60 mods it works. I know others have had problems and, again, there are probably many mods that will prevent material-items from being dropped as needed.

It's a balance between this mod re-writing too much original code (thus making it much less compatible with other mods) vs being as light-weight as possible insuring it will work with as many other mods as possible, i chose the later. The end result is I can't guarantee this will work all the time, but hopefully it's close enough for most.
I think the latter is the better option as well! :)

Quote from: Kiame on February 28, 2018, 03:09:03 AM
Give crafting with these storages a shot. If it's not fully working it's probably best to go base-game stockpiles.
BASE-GAME STOCKPILES?! I already had a slight headache from not being able to sleep but now I've got to go and take some medicine. :-[

Kiame I am also curious, you said you are taking a break from modding for a bit. Do you have any other projects that you could reveal any hints about, for stuff you have yet to release/plan on releasing in the future?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on February 28, 2018, 10:19:44 AM
nope no further projects at this point.

The only thing i'd like to do is make another go with Change Dresser to allow assigning of specific apparel along with the current outfit system. 
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Tenshi~Akari on March 10, 2018, 09:47:22 AM
Decided to try this after a long debate with myself whether or not I wanted to space save or go with the huge cavernous storage spaces I liked to design...

It seems to do the job, however, as of adding this mod to my list, it also seems to be causing 10 ticks work bugs and job driver/haul to cell exception errors when it comes to pawns carrying/hauling anything, even if it's to cook/craft.

JobDriver exception example:

JobDriver threw exception in initAction. Pawn=Dre, Job=HaulToCell (Job_1602051) A=Thing_VividOrangeCloth1515774 B=(176, 0, 272), Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.Roofed (Verse.IntVec3,Verse.Map) <0x00009>
at Five_Second_Rule.ThingSpawn_Patch.Postfix (Verse.Thing) <0x0004e>
at (wrapper dynamic-method) Verse.Thing.SpawnSetup_Patch1 (object,Verse.Map,bool) <0x00731>
at Verse.ThingWithComps.SpawnSetup (Verse.Map,bool) <0x00018>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,bool) <0x0023c>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map) <0x0003e>
at Verse.GenPlace.TryPlaceDirect (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x0019e>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x0009f>
at Verse.GenDrop.TryDropSpawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00278>
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x000aa>
at Verse.ThingOwner`1<Verse.Thing>.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x000ce>
at Verse.Pawn_CarryTracker.TryDropCarriedThing (Verse.IntVec3,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00066>
at Verse.AI.Toils_Haul/<PlaceHauledThingInCell>c__AnonStorey6.<>m__0 () <0x00246>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


And a 10 ticks bug that started happening with one of my personal modded objects after enabling Infinite Storage:


Wade started 10 jobs in one tick. newJob=DoBill (Job_1602750) A=Thing_ChoppingBlock683647 jobGiver=RimWorld.JobGiver_Work jobList=(DoBill (Job_1602710) A=Thing_ChoppingBlock683647) (DoBill (Job_1602714) A=Thing_ChoppingBlock683647) (DoBill (Job_1602718) A=Thing_ChoppingBlock683647) (DoBill (Job_1602722) A=Thing_ChoppingBlock683647) (DoBill (Job_1602726) A=Thing_ChoppingBlock683647) (DoBill (Job_1602730) A=Thing_ChoppingBlock683647) (DoBill (Job_1602734) A=Thing_ChoppingBlock683647) (DoBill (Job_1602738) A=Thing_ChoppingBlock683647) (DoBill (Job_1602742) A=Thing_ChoppingBlock683647) (DoBill (Job_1602746) A=Thing_ChoppingBlock683647) (DoBill (Job_1602750) A=Thing_ChoppingBlock683647)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


As soon as I emptied and deconstructed the textile & medicine storages, pawns were able to go back to work as normal. Not sure what to make of this, considering the mod mentioned is just a simple XML butcher table clone, but just thought I'd put this out there.  :)

Now that I think of it... I do also have the researchable stats mod & researched stacking... I wonder if that also had anything to do with it? But it hasn't affected anything else in my current playthrough thus far in terms of errors or anything, either.  ???
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on March 10, 2018, 10:03:36 AM
QuoteJob=HaulToCell
Does you use the mod "Haul to Stack" maybe ?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on March 10, 2018, 03:02:30 PM
The "[Pawn] started 10 jobs in one tick" error happens when a storage has multiple items directly next to it and a pawn tries to put the stuff back

Example:
This doesn't hurt anything and code wise should probably just be a warning but it's base game code which I'm not touching  :)

As for the "Object reference not set to an instance of an object" i'm not sure.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Tenshi~Akari on March 10, 2018, 09:45:45 PM
OK. I was wondering about that.  :)

I guess that second one means it affected how pawns picked up any and all the other items in the area surrounding it then... I had the storage in my workroom/kitchen, and the particular pawn that was trying to do the job at my object just kept spazzing out and dropping what he was carrying, never making it to the chopping block... is it possible it was a how the mod checks for items in the area of the textile/medicine storage causing that to happen, even though food storage is not enabled with the two storage pieces this mod offers?

Quote from: Canute on March 10, 2018, 10:03:36 AM
QuoteJob=HaulToCell
Does you use the mod "Haul to Stack" maybe ?


Nope, but I do have Fluffy's Stack Merger, now that you mention it... that's another possibility as to why this happened, isn't it?  :-[
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on March 11, 2018, 03:56:39 AM
It could be items are getting auto-collected as the pawn is trying to do the bill.

How it works w/ this mod:
When a pawn wants to do a job and some/all mats are in storage, the needed items will be dropped and assigned to the pawn.
The storage will periodically pick up items around it, if any items are reserved by a pawn that item/s will not be collected.
There could be a mod/bill that's not working with this mod properly and the items that should be reserved by the pawn doing the bill are not staying reserved and getting collected.

One way to test this theory is to disable auto-collect from the mod settings or increase the time for auto-collect so it happens less frequently.
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: zuaresoft on April 23, 2018, 03:44:53 PM
I have this bugg today:

"Every time I built the Textile Storage item, or Body part storage item, the cooks would cook without materials. Every time I destroyed the items, the cooks would act normally again.."

this is a bug report in December 2017 with the same problem:

https://ludeon.com/forums/index.php?topic=37747.msg388021#msg388021

could you make a fix or update it to solve this?
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on April 24, 2018, 02:31:37 AM
Quote from: zuaresoft on April 23, 2018, 03:44:53 PM
I have this bugg today:

"Every time I built the Textile Storage item, or Body part storage item, the cooks would cook without materials. Every time I destroyed the items, the cooks would act normally again.."

this is a bug report in December 2017 with the same problem:

https://ludeon.com/forums/index.php?topic=37747.msg388021#msg388021

could you make a fix or update it to solve this?

I hadnt run into the infinite food production in my play-throughs (though i know others have) and i just figured out why. I never use the base game's meals - i use bulk / 4x meal production only which are not broken by this mod.

The easiest fix i can put in there is to reject any job by a cook. So no supplies for food prep could be stored in IS. I don't think this will be an issue though. I am going to have this version as an alternate download
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Kiame on May 05, 2018, 09:36:41 PM
Update:
-'Do Until X' will not take into account quality and hit point filters when counting
Note: Any mod that adds its own filters will not be supported
-Cooks will no longer look into any storages added by Infinite Storage for ingredients. This will fix a bug allowing cooks to make an infinite number of meals using the game's base meals.
-Added Silver Storage
Title: Re: [B18] [KV] Infinite Storage [ModSync]
Post by: Canute on May 31, 2018, 04:02:07 AM
Quote from: Kiame on May 05, 2018, 09:36:41 PM
Update:
-Cooks will no longer look into any storages added by Infinite Storage for ingredients. This will fix a bug allowing cooks to make an infinite number of meals using the game's base meals.
You should expand this for crafting, special refining too.
Got a similar behavior for someone who craft chemfuel out of meat.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on June 28, 2018, 01:16:37 AM
Updated for 1.0: https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: webjogi on July 17, 2018, 03:47:58 AM
great great mod idea, but having issues

Problems i have facing with B18:
1. items in vault (silver/bodyparts/textile/meat)are not being shown in trade
2. Two doctors operating at same time complain about no body parts
3. whenever cook takes meat from vault, he drops all remaining meat on floor
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on July 25, 2018, 01:17:27 PM
Getting these errors since the latest update.

Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at System.Collections.Generic.GenericComparer`1<string>.Compare (string,string) <0x00081>
at System.Collections.Generic.SortedDictionary`2/NodeHelper<string, System.Collections.Generic.LinkedList`1<Verse.Thing>>.Compare (string,System.Collections.Generic.RBTree/Node) <0x00099>
at System.Collections.Generic.RBTree.Lookup<string> (string) <0x00092>
at System.Collections.Generic.SortedDictionary`2<string, System.Collections.Generic.LinkedList`1<Verse.Thing>>.TryGetValue (string,System.Collections.Generic.LinkedList`1<Verse.Thing>&) <0x0005c>
at InfiniteStorage.Building_InfiniteStorage.TryGetValue (Verse.ThingDef,Verse.Thing&) <IL 0x0000e, 0x0004c>
at InfiniteStorage.Patch_ItemAvailability_ThingsAvailableAnywhere.Postfix (bool&,RimWorld.ItemAvailability,Verse.ThingCountClass,Verse.Pawn) <IL 0x0006f, 0x001be>
at (wrapper dynamic-method) RimWorld.ItemAvailability.ThingsAvailableAnywhere_Patch1 (object,Verse.ThingDefCountClass,Verse.Pawn) <IL 0x000d0, 0x001dc>
at RimWorld.WorkGiver_ConstructDeliverResources.ResourceDeliverJobFor (Verse.Pawn,RimWorld.IConstructible,bool) [0x00089] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResources.cs:67
at RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints.JobOnThing (Verse.Pawn,Verse.Thing,bool) [0x000a2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResourcesToBlueprints.cs:48
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) [0x00005] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) [0x00029] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:103
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) [0x00125] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:287
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) [0x00066] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:246
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) [0x0005f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:166

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:170)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, Int32&, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:300)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:107)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:145)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:245)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:515)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Solis threw exception in WorkGiver ConstructDeliverResourcesToBlueprints: System.NullReferenceException: Object reference not set to an instance of an object
at System.Collections.Generic.GenericComparer`1<string>.Compare (string,string) <0x00081>
at System.Collections.Generic.SortedDictionary`2/NodeHelper<string, System.Collections.Generic.LinkedList`1<Verse.Thing>>.Compare (string,System.Collections.Generic.RBTree/Node) <0x00099>
at System.Collections.Generic.RBTree.Lookup<string> (string) <0x00092>
at System.Collections.Generic.SortedDictionary`2<string, System.Collections.Generic.LinkedList`1<Verse.Thing>>.TryGetValue (string,System.Collections.Generic.LinkedList`1<Verse.Thing>&) <0x0005c>
at InfiniteStorage.Building_InfiniteStorage.TryGetValue (Verse.ThingDef,Verse.Thing&) <IL 0x0000e, 0x0004c>
at InfiniteStorage.Patch_ItemAvailability_ThingsAvailableAnywhere.Postfix (bool&,RimWorld.ItemAvailability,Verse.ThingCountClass,Verse.Pawn) <IL 0x0006f, 0x001be>
at (wrapper dynamic-method) RimWorld.ItemAvailability.ThingsAvailableAnywhere_Patch1 (object,Verse.ThingDefCountClass,Verse.Pawn) <IL 0x000d0, 0x001dc>
at RimWorld.WorkGiver_ConstructDeliverResources.ResourceDeliverJobFor (Verse.Pawn,RimWorld.IConstructible,bool) [0x00089] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResources.cs:67
at RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints.JobOnThing (Verse.Pawn,Verse.Thing,bool) [0x000a2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResourcesToBlueprints.cs:48
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) [0x00005] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) [0x00029] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:103
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) [0x00047] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:144
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) [0x00091] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:352
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) [0x001a4] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:152
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) [0x00443] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:145

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:214)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:245)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:456)
RimWorld.<LayDown>c__AnonStorey0:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\Toils_LayDown.cs:135)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 25, 2018, 01:32:29 PM
Eww...

I'll take a look tonight (hopefully)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on July 25, 2018, 02:10:23 PM
You should wrote a new Novell
The neverending unstable modding story or
How the game break's a mod faster then modder can fix it. :-)

Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 25, 2018, 02:31:18 PM
Quote from: Canute on July 25, 2018, 02:10:23 PM
You should wrote a new Novell
The neverending unstable modding story or
How the game break's a mod faster then modder can fix it. :-)

Haha

I am actually amazed how little Infinite Storage has been broken over the last month. It's my most complex mod yet it's only really been broken once (now twice).
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on July 25, 2018, 02:34:07 PM
Mods that break frequently should only be updated once a week to save time lol
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 25, 2018, 11:39:47 PM
Quote from: rawrfisher on July 25, 2018, 01:17:27 PM
Getting these errors since the latest update.

I'm guessing the exceptions were thrown when a pawn was trying to craft? I've tested building an inf storage, adding things to it, and having pawns remove mats for crafting and it seems to be working correctly with build "RimWorld 1.0.1975 rev1032"
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on July 26, 2018, 07:17:52 AM
It is possible that the issue is a symptom of a different problem
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: KnewOne on July 30, 2018, 02:15:21 PM
It appears that pawns do not craft with items inside these 1-block storages. Is it intentional?
1974 dev
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 30, 2018, 03:24:50 PM
Pawns should be taking stored items, something may have gotten broken in one of the updates
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on July 30, 2018, 04:38:46 PM
It has been like that since 74 kiame.  I was talking about this issue before.  I rest my case I think this behavior is a symptom of a different mod causeing issues
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 30, 2018, 10:28:43 PM
Yep works on my side. If both of you can post a list of active mods (easiest way is to post a stack trace via hugslib) i'll compare the two against my mod list and that might narrow down the culprit
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on July 31, 2018, 10:09:52 AM
Quote from: Kiame on July 30, 2018, 10:28:43 PM
Yep works on my side. If both of you can post a list of active mods (easiest way is to post a stack trace via hugslib) i'll compare the two against my mod list and that might narrow down the culprit

https://git.io/fNVhD

Theres an output log

Bell threw exception in WorkGiver ConstructDeliverResourcesToFrames: System.NullReferenceException: Object reference not set to an instance of an object
at System.Collections.Generic.GenericComparer`1<string>.Compare (string,string) <0x00081>
at System.Collections.Generic.SortedDictionary`2/NodeHelper<string, System.Collections.Generic.LinkedList`1<Verse.Thing>>.Compare (string,System.Collections.Generic.RBTree/Node) <0x00099>
at System.Collections.Generic.RBTree.Lookup<string> (string) <0x00092>
at System.Collections.Generic.SortedDictionary`2<string, System.Collections.Generic.LinkedList`1<Verse.Thing>>.TryGetValue (string,System.Collections.Generic.LinkedList`1<Verse.Thing>&) <0x0005c>
at InfiniteStorage.Building_InfiniteStorage.TryGetValue (Verse.ThingDef,Verse.Thing&) <IL 0x0000e, 0x0004c>
at InfiniteStorage.Patch_ItemAvailability_ThingsAvailableAnywhere.Postfix (bool&,RimWorld.ItemAvailability,Verse.ThingCountClass,Verse.Pawn) <IL 0x0006f, 0x001be>
at (wrapper dynamic-method) RimWorld.ItemAvailability.ThingsAvailableAnywhere_Patch1 (object,Verse.ThingDefCountClass,Verse.Pawn) <IL 0x000d0, 0x001dc>
at RimWorld.WorkGiver_ConstructDeliverResources.ResourceDeliverJobFor (Verse.Pawn,RimWorld.IConstructible,bool) [0x00089] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResources.cs:67
at RimWorld.WorkGiver_ConstructDeliverResourcesToFrames.JobOnThing (Verse.Pawn,Verse.Thing,bool) [0x00073] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResourceToFrames.cs:40
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) [0x00005] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) [0x00029] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:103
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) [0x00047] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:144
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) [0x00091] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:352
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) [0x001a4] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:152
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) [0x00443] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:145

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:214)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:245)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:456)
RimWorld.<LayDown>c__AnonStorey0:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\Toils_LayDown.cs:135)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:557)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Specific error
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 31, 2018, 01:33:19 PM
Thanks rawrfisher

hmmm i think i only checked for crafting and not building a wall/furniture. I will check that tonight
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 01, 2018, 12:26:17 AM
Apologies all around

There is a major bug with removing items for construction of walls/furniture. For some reason SortedDictionary (c# library) is causing a memory access error. I'm exploring different options and will have a fix soon'ish (1-2 days i hope)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 01, 2018, 08:55:30 AM
So I found a bug?
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 01, 2018, 11:56:12 AM
Yep. At this point it looks like it's a Unity bug which I'll need to work around
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 01, 2018, 12:09:17 PM
So used to it being user error
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 01, 2018, 08:13:37 PM
[1.0] Update:
The issue with building walls / furniture should now be resolved.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: KnewOne on August 02, 2018, 10:07:13 AM
I'm getting this all the time. Slows my game a lot. ~1500 times before it changes to def is component
def is: Steel
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
InfiniteStorage.Building_InfiniteStorage:TryGetValue(ThingDef, Thing&)
InfiniteStorage.Patch_ItemAvailability_ThingsAvailableAnywhere:Postfix(Boolean&, ItemAvailability, ThingCountClass, Pawn)
RimWorld.ItemAvailability:ThingsAvailableAnywhere_Patch1(Object, ThingDefCountClass, Pawn)
RimWorld.WorkGiver_ConstructDeliverResources:ResourceDeliverJobFor(Pawn, IConstructible, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResources.cs:67)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:JobOnThing(Pawn, Thing, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResourcesToBlueprints.cs:48)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93)
RimWorld.<TryIssueJobPackage>c__AnonStorey1:<>m__0(Thing) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:103)
Verse.<RegionwiseBFSWorker>c__AnonStorey1:<>m__1(Region) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:287)
Verse.BFSWorker:BreadthFirstTraverseWork(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:246)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\RegionsAndRooms\RegionTraverser.cs:166)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, Int32&, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:300)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:107)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:145)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:245)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:515)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:556)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Any ideas?
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 02, 2018, 11:49:07 AM
Have you updated the mod?

Figured I should mention that the meat storage keeps kicking out the meat when its not needed
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 02, 2018, 12:27:19 PM
Quote from: KnewOne on August 02, 2018, 10:07:13 AM
I'm getting this all the time. Slows my game a lot. ~1500 times before it changes to def is component
Any ideas?

Gah i forgot to turn debug logs off  :-[

I'll get a better version out shortly (next hour or so)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 02, 2018, 02:36:21 PM
Kaime  I wanna send you my savegame and output log to see if you can replicate my issues with storages not working right.

they keep throwing out items randomly and they dont allow pawns to use the items in em randomly
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 02, 2018, 03:51:23 PM
i'll pm you my email address if that works. Just put the save file into a zip and i'll see if i can load it.

Inf Storage is not perfect about only spitting out things that are needed and at times will spit out more than needed due to limitations about what i can do w/o making this mod incompatible with other mods. For instance if a pawn is searching for ingredients but doesnt start crafting there is one path where the items found will be dropped. For walls a whole stack of the item will be dropped because the pawn is only looking for 5 wood but will take a full stack if it's there - since walls and furniture share the same path, dropping full stacks apply to furniture.

When items are dropped they will become restricted to the pawn looking for them. So there could be a case where a pawn requests steel, a stack drops, then no other pawn can use that stack until the original pawn is told to do something else
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 02, 2018, 04:01:47 PM
[1.0] Update
Removed the debug logging. https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 03, 2018, 03:44:41 PM
def is: BlocksGranite
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
InfiniteStorage.Building_InfiniteStorage:TryGetValue(ThingDef, Thing&)
InfiniteStorage.Patch_ItemAvailability_ThingsAvailableAnywhere:Postfix(Boolean&, ItemAvailability, ThingCountClass, Pawn)
RimWorld.ItemAvailability:ThingsAvailableAnywhere_Patch1(Object, ThingDefCountClass, Pawn)
RimWorld.WorkGiver_ConstructDeliverResources:ResourceDeliverJobFor(Pawn, IConstructible, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResources.cs:67)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:JobOnThing(Pawn, Thing, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Construction\WorkGiver_ConstructDeliverResourcesToBlueprints.cs:48)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:93)
RimWorld.<TryIssueJobPackage>c__AnonStorey1:<>m__0(Thing) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:103)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:144)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:352)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:152)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:145)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:176)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:245)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Conditionals.cs:25)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:515)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:559)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Guessing this was an example of the debug into your talking about
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 03, 2018, 09:25:09 PM
yes sry. Pls update to the latest version
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 15, 2018, 04:06:52 PM
Did you choose not to let the infinite storage hold minified objects?

Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 15, 2018, 04:43:58 PM
I know i ran into some problems originally with minified but i thought i had added support. Is this B18 or 1.0?
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on August 15, 2018, 06:36:51 PM
This is 0.19,  Its not the only thing I been havin issues with but almost everything else you have had issues reproducing or are some form of user error on my part

Guess rimworld thinks its time for you to be on the receiving end of the error report spam

System.NullReferenceException: Object reference not set to an instance of an object
at InfiniteStorage.UI.ViewUI.PopulateDisplayThings () <IL 0x000eb, 0x002cf>
at InfiniteStorage.UI.ViewUI..ctor (InfiniteStorage.Building_InfiniteStorage) <IL 0x0008f, 0x00196>
at InfiniteStorage.Building_InfiniteStorage.<GetGizmos>b__61_0 () <IL 0x00006, 0x0005a>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x00230, 0x007c2>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)


https://git.io/fNxpA output log

more errors likely to come so stay tuned  8)

There's something in the storage that's causing the UI to break.  Did a quick check and it was a minified item from the orassan mod.  I think this was an issue with the way storage settings work now with the unstable.

Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 29, 2018, 10:25:03 PM
Updated for B19

Direct Download: https://github.com/KiameV/rimworld-infinitestorage/releases/download/B19/InfiniteStorage.zip

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1233893175
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on September 01, 2018, 01:44:50 PM
Update:
The meat storage should be smarter about when it dumps contents
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: rawrfisher on September 01, 2018, 04:09:29 PM
Quote from: Kiame on September 01, 2018, 01:44:50 PM
Update:
The meat storage should be smarter about when it dumps contents
Wouldn't take much to make them smarter kiame
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on September 16, 2018, 02:49:04 PM
Update:
Fixing an issue where pawns were not pulling items out of storage for crafting
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Canute on October 01, 2018, 04:18:45 PM
Kiame,
i got a little problem.
When a pawn want to make chemfuel from organic, he grab only grab 3 meat of the meat storage and made chemfuel.
When i drop the meat from the storage he will take 70.
Maybe take a look at the log.
https://git.io/fxUDR

Edit:
Ok, i tryed it without majory of the other mods, and still same result.
https://git.io/fxTKP

Btw. does the meat storage need cooling ?
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 07, 2018, 02:08:21 AM
Update:
Adding information icon (i) next to items from the view screen
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 09, 2018, 10:42:45 PM
Update:
Added Mending & Recycling support - https://ludeon.com/forums/index.php?topic=22894.0

Fixed an issue where when the game saved, if the storage was emptied (tons of items in a single stack) when the game loaded, all the items would be spread around the storage and destroy anything the items landed on. Now when a game is saved, all items piled in front of all storages are collected.
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 10, 2018, 11:41:43 PM
Update:
Fixed and issue that was causing the Mod Options from closing if no game had started. Sorry about that!
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Ruisuki on October 16, 2018, 08:49:06 AM
Is the meat storage part of this mod? It seems to have the same description as textile storage. all four storage pieces descriptions seem to be slightly cut off as well
Title: Re: [B19] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 16, 2018, 12:23:01 PM
Haha me copying and pasting the def. I'll get the description updated
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 18, 2018, 02:02:48 AM
Updated for 1.0
https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 24, 2018, 09:22:49 PM
Update:
Fixed an issue where body parts were not available when creating surgeries
Fixed an issue where if there was more than one chunk (steel or stone) only one would be saved and loaded
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 25, 2018, 10:54:04 PM
Update:
Fixing an issue where abandoning a map that had any Infinite Storage would cause errors
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Grabarz on November 03, 2018, 01:59:08 PM
Hello there, everytime i load the game, infinite storage mod is destroying walls near itself

i tried so many different items stored, so many different materials and there is no rule - its randomly empties storage which is cause of destroyed walls ...

1. Empty on Power Loss  - OFF
2. Each time when walls are destroyed i got error log


Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at InfiniteStorage.Building_InfiniteStorage.Add (Verse.Thing) <0x000d8>
at InfiniteStorage.Building_InfiniteStorage.ForceReclaim () <0x000cf>
at InfiniteStorage.Patch_ScribeSaver_InitSaving.Prefix () <0x0007c>
at (wrapper dynamic-method) Verse.ScribeSaver.InitSaving_Patch2 (object,string,string) <0x00032>
at Verse.LoadedModManager.WriteModSettings (string,string,Verse.ModSettings) <0x00060>
at Verse.ModSettings.Write () <0x00075>
at Verse.Mod.WriteSettings () <0x0002f>
at RimWorld.Dialog_VanillaModSettings.PreClose () <0x0003c>
at Verse.WindowStack.TryRemove (Verse.Window,bool) <0x000b7>
at Verse.Window.Close (bool) <0x00044>
at Verse.Window.OnCancelKeyPressed () <0x0002f>
at Verse.WindowStack.Notify_PressedCancel () <0x000f6>
at Verse.WindowStack.HandleEventsHighPriority () <0x0015a>
at (wrapper dynamic-method) Verse.UIRoot.UIRootOnGUI_Patch1 (object) <0x000d8>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0001c>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()




[attachment deleted due to age]
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Sleeeper on November 03, 2018, 04:35:12 PM
Same issue. Happened to me for apparel storage but medicine/bodyparts is fine.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 03, 2018, 06:59:20 PM
Just to.verify, do both of you have the latest version? I hopefully fixed that issue a week or two ago
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Sleeeper on November 03, 2018, 08:05:12 PM
Was my b19 playthrough. Must be irrelevant then.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 03, 2018, 09:43:42 PM
Yeah that should be fixed in the 1.0 version
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Grabarz on November 04, 2018, 07:58:15 AM
i downloaded latest github file -  problem still exist
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 04, 2018, 08:42:44 AM
When you say the problem still exists was this a new save or an existing save? If it's an existing save it will still happen. The fix is on saving, not loading
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Grabarz on November 05, 2018, 02:36:23 PM
Quote from: Kiame on November 04, 2018, 08:42:44 AM
When you say the problem still exists was this a new save or an existing save? If it's an existing save it will still happen. The fix is on saving, not loading
i had hope that you will negate that :)

yeah problem seems in the save file - sadly i had to start new colony, but now it works :)
thanks for your Effort Long live for your colony !
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 19, 2018, 03:11:19 AM
Update:
Found an edge case i missed in my previous fix for the issue where items would spill out of storage and destroy surrounding squares on loads. The case was where the energy limit would be exceeded when all the external items were collected would fail.
This issue has now been fixed
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 19, 2018, 12:50:34 PM
Update:
Fixing an issue introduced by the last update where if two infinite storages were next to each other, one would collect the other causing an exception
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 21, 2018, 09:16:48 AM
Update:
Fixing a bug where the storages were collecting everything around them when saving the game. They will now only pick up what they can store
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: loganneely18 on November 22, 2018, 10:52:46 AM
Constant error saying no materials when I try to build something. i dont have architects sense installed
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 22, 2018, 12:19:30 PM
Do you have the exact error?

Is it when you try to build a storage?
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on November 25, 2018, 05:35:11 AM
Hey

You state in the first post that you support Fast Regen mod. Do you happen to have a version updated for 1.0 by chance? :)

I can only find the old A17 on his google drive, and i updated it myself for B18 some time ago, but i cant get it to work with 1.0 for some reason.

Regards.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 25, 2018, 08:07:12 AM
Heh that support was probably from a17 timeframe. I do not have that mod personally

I am currently making an in-game def editor that should be able to add support for that in the future once I add building def type support.

https://ludeon.com/forums/index.php?topic=46983.msg445886#msg445886
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on November 25, 2018, 09:34:39 AM
Quote from: Kiame on November 25, 2018, 08:07:12 AM
Heh that support was probably from a17 timeframe. I do not have that mod personally

I am currently making an in-game def editor that should be able to add support for that in the future once I add building def type support.

https://ludeon.com/forums/index.php?topic=46983.msg445886#msg445886

Ahh, figured :P
Nice with the addon, will be checking it out for sure.

On another note, IStorage used to have the ability to store single items? like armor, weapons ect. Has that feature been complete removed, i cant seem to find any research path that would enable it.
Ignore me.. im daft, to many addons clouding the research tab..
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Reyghel on November 25, 2018, 08:59:55 PM
 :) Many but many thanks for creating this mod, you gave the final solution to my problem of space with objects. My tribe told me to thank you for preventing the meat from rotting while they are inside the store. PD: I hope you understand me because I am bad with English and I have to use the Google Translator. A big greeting from Uruguay.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on November 27, 2018, 08:10:14 PM
Update:
Works again with the newest version of Mending
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: NoCanDo on November 28, 2018, 09:00:17 AM
The links on github download, are always the latest releases?
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on November 28, 2018, 09:45:40 AM
Yes they are, Kiame allways replace the old file, there is only one file for a rimworld release.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 07, 2018, 06:20:29 PM
I am trying to build a large advanced colony, and my pawns wont equip gear in the inf. storage. anymore for some reason.
If i pull it out, they equip it, so its not my rules that are broken. Any tip as to where i should search for the culprit?
I am using a ton of mods, including the "mend and recycle", but i updated both this and the mending mob, and its the same :(
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 07, 2018, 07:08:58 PM
Pawns will not pull items out of the storage. For that use Change Dresser - https://ludeon.com/forums/index.php?topic=41483.0
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 08, 2018, 04:05:01 AM
Quote from: Kiame on December 07, 2018, 07:08:58 PM
Pawns will not pull items out of the storage. For that use Change Dresser - https://ludeon.com/forums/index.php?topic=41483.0
Thanks, i suppose i will give the weapon version a try as well then :)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 08, 2018, 07:06:39 PM
Update:
Storage will now only spit out what's requested for crafting. No longer will there be tons of stuff spilling out.

This was a lot of code and while i have tested it there may still be a bug here and there. Please let me know if there are any problems.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 09, 2018, 10:15:28 PM
Update:
Fixed an issue where storage could fail to spawn items when crafting saying they were destroyed.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 10, 2018, 09:21:11 AM
Quote from: Kiame on December 09, 2018, 10:15:28 PM
Update:
Fixed an issue where storage could fail to spawn items when crafting saying they were destroyed.
I just updated, and now non of my pawns will do bills.

error msg.
B07 threw exception in WorkGiver DoBillsSculpt: System.MissingMethodException: Method not found: 'InfiniteStorage.Building_InfiniteStorage.TryGetFirstFilteredItem'.
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.TryFindBestBillIngredients_Patch6 (RimWorld.Bill,Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.ThingCount>) <0x0062e>
at RimWorld.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x00480>
at RimWorld.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00356>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00504>
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x012f3>

Verse.Log:Error(String, 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_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey0:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 10, 2018, 09:51:15 AM
Just to verify you're running rimworld 1.0?
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 10, 2018, 09:58:02 AM
Quote from: Kiame on December 10, 2018, 09:51:15 AM
Just to verify you're running rimworld 1.0?
I am yes.

build 1.0.2059 64bit
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 10, 2018, 10:51:23 AM
And you grabbed the right download?

https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 10, 2018, 01:13:50 PM
Quote from: Kiame on December 10, 2018, 10:51:23 AM
And you grabbed the right download?

https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.0/InfiniteStorage.zip
Yes, i used the 1.0 link on the first page, and today went to /releases// on github and same result :(

Did some more testing, it might be a conflict with another mod, will check it out some more and report back.

UPDATE: Disabling Inf. Storage, and everything is working again. Tho i am getting a lot of errors in the log.
I tried disabling "Pawn Rules" and "Better Pawn Control" as it seems from the logs that policies are causing issues.
What has me puzzled is that everything was working fine before :(

attachment: i cant post the log as its to many characters.

[attachment deleted due to age]
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 10, 2018, 01:56:26 PM
Ok not sure what's going on as I downloaded the version linked and have been using it without a problem on 1.0
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on December 10, 2018, 02:44:03 PM
Heymom,
maybe attach the full log next time, maybe it show more information.
Or i bet you use hugslib too, then use the Share logs button and post the link, that include the modlist too.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Vyatich on December 11, 2018, 04:51:38 AM
Problem: 1) The storage lays out the item, pawn returns this item to storage. Storage instantly places the item again, pawn again returns item to storage. This cycle is repeated again and again, and again.
2) Bots from the "Misc. Robots++" no longer interact with storage.
Before the update: "Update: Storage will now only spit out what's requested for crafting. No longer will there be tons of stuff spilling out" such problems did not appear
P.S.: English is not a native language. Sorry for spelling.
Where I can find version 1.0.0.10, for a rollback mod?

[attachment deleted due to age]
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 11, 2018, 06:54:10 AM
Quote from: Canute on December 10, 2018, 02:44:03 PM
Heymom,
maybe attach the full log next time, maybe it show more information.
Or i bet you use hugslib too, then use the Share logs button and post the link, that include the modlist too.
You are right, i do use hugs.. As requested.
- The log is from a saved game, i paused once loaded, as it repeats the last lines on all my pawns.

https://git.io/fpQNN (https://git.io/fpQNN)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on December 11, 2018, 09:02:27 AM
- Harmony: (no assemblies)
is this the harmony libary ? Then you don't need this, you can delete it.
But when it is a mod i don't know, then it is wrong installed because the log show :
"Mod Harmony has incorrectly formatted target version 'Unknown'."

For the storage thing Kiame need to look.
But i would delete the complete mod folder and unzip it again, just to be sure you don't have old files there.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 11, 2018, 10:12:50 AM
Quote from: Canute on December 11, 2018, 09:02:27 AM
- Harmony: (no assemblies)
is this the harmony libary ? Then you don't need this, you can delete it.
But when it is a mod i don't know, then it is wrong installed because the log show :
"Mod Harmony has incorrectly formatted target version 'Unknown'."

For the storage thing Kiame need to look.
But i would delete the complete mod folder and unzip it again, just to be sure you don't have old files there.
It was working fine before the last update.. no clue why. The harmony error have been there since i re-joined on the 1.0 release. I doubt its the culprit.
Maybe when i get some time, ill do a re-install of all the mods. Just dont have time now, and i cant play my save.. so i am doing other things :D
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 11, 2018, 12:01:59 PM
When you updated did you delete the InfiniteStorage folder or just paste over it? If the latter that may be the problem. With the changes i got rid of a file in the assemblies folder. That file may still exist. Delete the InfiniteStorage folder from the Mods directory then unzip the new version into the mods folder.

Also the log file you linked is from when Infinite Storage was not included in your mod list so that doesnt help.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Heymom on December 11, 2018, 12:15:51 PM
Quote from: Kiame on December 11, 2018, 12:01:59 PM
When you updated did you delete the InfiniteStorage folder or just paste over it? If the latter that may be the problem. With the changes i got rid of a file in the assemblies folder. That file may still exist. Delete the InfiniteStorage folder from the Mods directory then unzip the new version into the mods folder.

This! tyvm :D its always the simple solution haha
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Vyatich on December 11, 2018, 12:42:52 PM
I did a complete re-install of the game and mods. Now it works correctly.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 11, 2018, 01:01:25 PM
Sorry for the trouble!
Adding text before the direct download link and on github saying to delete the old infiinte storage folder before installing the new one

Spoiled with steam's ease of use  :-\
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on December 11, 2018, 01:48:36 PM
Does steam delete the old no longer used file for mods ??
Because people got many trouble after they update Rimworld from older version to 1.0 because of old remaining files.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on December 11, 2018, 01:50:47 PM
Quote from: Heymom on December 11, 2018, 10:12:50 AM
Quote from: Canute on December 11, 2018, 09:02:27 AM
- Harmony: (no assemblies)
is this the harmony libary ? Then you don't need this, you can delete it.
But when it is a mod i don't know, then it is wrong installed because the log show :
"Mod Harmony has incorrectly formatted target version 'Unknown'."

For the storage thing Kiame need to look.
But i would delete the complete mod folder and unzip it again, just to be sure you don't have old files there.
It was working fine before the last update.. no clue why. The harmony error have been there since i re-joined on the 1.0 release. I doubt its the culprit.
Maybe when i get some time, ill do a re-install of all the mods. Just dont have time now, and i cant play my save.. so i am doing other things :D
Like i wrote before, just delete the mod folder, you don't need it.
Any mod that need harmony got the 0harmony.dll at their Assemblies folder.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: qinlongfei on December 25, 2018, 07:48:46 PM
I too am having the same problem Vyatich experienced. Infinite Storage randomly stops working, and instead of storing the item inside the storage, it would randomly lay everything on the interactive spot.

Would it be possible to add a 'do not auto equip item stored inside' setting to the Change Dresser instead? I mainly use Infinite storage for clothing and weapons because they can't stack with mods like 'Stack XXL'. I could have used Change Dresser for that if my pawn doesn't keep on throwing every cloth and ruin my fashionrim playstyle.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on December 25, 2018, 09:06:52 PM
Just to verify you have enough energy to store everything?

For change dresser what exactly is going on? When pawns are drafted the are leaving their clothes on the ground? Most probable cause is there is no change dresser that will accept the clothing being dropped. Have at least one change dresser that accepts all apparel
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: qinlongfei on December 25, 2018, 10:00:28 PM
I used setting to basically change energy consumption to 0, so I still have around 850w left over in my current playthrough. But Infinite Storage randomly stop taking items inside and just leave everything on the interactive spot (click 'collect' doesn't take things in, the game thinks the things on the ground have been already collected in the storage when they are not). Although I don't know exactly what triggers this bug since most of the time even in my current playthrough the Infinite Storage works fine.

As for Change Dress... I don't know if it's mod conflict, or if I'm simply an idiot and isn't using it properly. But say for example, I have saved two outfit for pawn A and pawn B. A has a set of casual cloth with only skin layer, and the other is a battle outfit which is the casual clothing with additional armor where pawn B's casual and battle outfit is the same because I don't have other armor available. The mod then randomly duplicate the armor item not wore by pawn A in their casual outfit, and pawn B keeps throw them on over their casual outfit (I only allow them to wear the two customerized outfit, and not allow them to wear the 4 preset outfits came with the mod) unless I throw those items into another container such as the Infinite Storage or throw them on the ground and then disallow the armor.

Sorry if my description is too confusing.

P.S.

Sorry about the trouble, I think I figured out the problem I was having. It's because I set the 'Energy Buffer' setting on this mod to over 1000W, and I ends up having only 850W that's why the Infinite Storage stopped taking in items.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: loganneely18 on January 12, 2019, 02:37:03 AM
Whenever any of my colonists attempt to build anything like walls, coolers etc it says "Need Material". I need to empty the material from the storage to actually build the thing.
I do not have Architect Sense downloaded.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on March 30, 2019, 07:44:49 PM
Update:
Changed the Storage View for medicine and chunks. Body parts of the same type and chunks of the same type will now be combined into one row "<name> x<count>" instead of multiple lines of the same body part/chunk type.

Let me know if there's anything that's being combined wrong. If this is the case to not worry the items were not lost/changed, the changes are only on the display side. If you manually drop all the combined items they will be spit out in their original form.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on April 03, 2019, 12:56:54 AM
Update:
Did some analysis for the code dealing with drawing the operations and found what was slowing it down. Should be much faster when creating the operation options.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on April 16, 2019, 02:07:17 AM
Update:
Hopefully fixed a bug that was causing a majority of the error messages that were getting printed.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Catfishking666 on June 22, 2019, 12:57:19 AM
Is their anyway to change it such as I was trying to change the meat storage form MeatRaw to RawFood I was just asking about this because I feel the mod need more work on it. It is a very good mod don't get me wrong I just like to add some tweaks and don't know how I am planing on reading this on the date of 6/23/2019    :'(
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Grabarz on July 14, 2019, 03:21:16 PM
Strange things happens again :)

Infinite Storage does not collect wood ... i set to "accept all" got enough of power....
When cut down a tree and forcing my pawns to haul the wood i get message " there is no stockpile " or something like that
But when i build another Infinite Storage and trim resources list to just wood - it accepts...


Edit: Somehow i get rid of that problem - just started new colony :)
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Canute on July 15, 2019, 04:14:14 AM
Since new storages are working correct, you should have empty the old storage, use dev comand destroy, and instant build another one with God mode.
But since you can't reproduce the problem it is hard to track down for the mod author, but at last he know about it.
Title: Re: [1.0] [KV] Infinite Storage [ModSync RW]
Post by: Grabarz on July 16, 2019, 06:27:30 PM
ok so since i got some mod installed i experiencing some issues with them - by trial and error i got rid of them till now ...

Whenever i add any task to my workbenches - like for example "make a diamond necklace" or brew cup of tea... just anything from any workbench. I got strange issue that my pawn is going to get needed resource like cut diamond or tea leafs to infinite storage, when he take it he moves back and forward near storage like in loop without exit and console spawns this error :) i have no idea what is incompatible

Exception ticking Redhead (at (117, 0, 65)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00d03>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00245>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x004e5>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch1 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00db3>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00245>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00406>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001f3>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.1] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on March 01, 2020, 11:04:59 PM
Updated for 1.1
https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.1/InfiniteStorage.zip
Title: Re: [1.1] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on March 03, 2020, 10:00:46 PM
Update:
Body Part Storage will now store all types of body parts
Title: Re: [1.1] [KV] Infinite Storage [ModSync RW]
Post by: kidneykiller on May 24, 2020, 07:51:54 AM
Do perishables like food raw or cooked go actually bad?

Is there a way to set the maximum storage of a container? i love not having my meat lying all over the floor in the kitchen... but infinite storage is a bit much...
Title: Re: [1.1] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on May 24, 2020, 10:40:18 AM
No limit and food will not go bad.
Title: Re: [1.2] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 12, 2020, 01:01:45 AM
Updated for 1.2
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 08, 2021, 01:21:14 AM
Updated for 1.3 - Direct Download (https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.3/InfiniteStorage.zip)
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Corvo on July 13, 2021, 11:29:36 PM
Just a minor cosmetic bug:
-If  you reinstall ("B") a storage with something in it, it will drop out everything in it.
But when it gets reinstalled somewhere the "count" doesn't reset. It keep adds up the last count. You must click empty first to repair the count.
- I only tested it using a  "body parts storage"
- Rimworld 1.3 with 1.3 mods.
PS: Sorry for my English, it's not my main language
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 14, 2021, 02:09:14 AM
Thanks I'll take a look at that count issue. It is intentional for items to fall out when it's uninstalled.
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on July 14, 2021, 02:14:50 AM
Fixing an issue where the count was not reset when a storage was re-installed.
version 1.3.0.1: Download (https://github.com/KiameV/rimworld-infinitestorage/releases/download/1.3/InfiniteStorage.zip)
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Funonline on August 16, 2021, 10:46:48 AM
First let me say, thanks for this awesome mod - I love it :)

I don´t know if this has been already reported as a bug (looked at this thread), but somehow there is a weight calculation error with Herbal Med & Neutroamine :
(https://i.ibb.co/0szMqx4/Rimworld-I-Storage.png) (https://ibb.co/VwkSVsn)
It´s either already wrong in the original game files or only in your Infinite Storage ?
The mass of these items combined, should be around 15.53 KG (as calculated in the screen) but it shows 10+ times as much in the storage itself ?

It´s no big deal here, there is plenty of power to go around - but if you find the time to investigate, please do :)

PS: Any chance to get Packaged Surivial Meal stored ?
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 16, 2021, 10:49:07 AM
Curious if you empty it then collect all does it fix the weight?
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Funonline on August 16, 2021, 10:59:55 AM
Quote from: Kiame on August 16, 2021, 10:49:07 AM
Curious if you empty it then collect all does it fix the weight?

Yes, that did the trick  ;D
Empty everything, collect - now it show´s the correct value of 16 W
Very strange, but easy to fix ^^
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 16, 2021, 03:29:07 PM
There's one path through the code that incorrectly records when items get removed so it doesnt record anything getting removed (it could be that the add is incorrect though)

I have an idea of how to fix it generally but I'd like to at some point figure out what's causing that issue. I know the body part storage is where it happens the most so i think I don't have an operation patch working correctly.

I'll add the workaround to my list of things to look into - basically every 10 or so seconds i can have infinite storages recompute what's stored in it.
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Funonline on August 17, 2021, 03:35:51 AM
Quote from: Kiame on August 16, 2021, 03:29:07 PM
There's one path through the code that incorrectly records when items get removed so it doesnt record anything getting removed (it could be that the add is incorrect though)

I have an idea of how to fix it generally but I'd like to at some point figure out what's causing that issue. I know the body part storage is where it happens the most so i think I don't have an operation patch working correctly.

I'll add the workaround to my list of things to look into - basically every 10 or so seconds i can have infinite storages recompute what's stored in it.

Awesome  :)
I hope you could find it, it´s really a runaway calculation there.
After the frist "Empty-Reset" it continued to grow with the power demands.
Going from 16 W to 39,4 W in 30 Minutes :
(https://i.ibb.co/kS6wyCM/Rimworld-I-Storage-C1.png) (https://ibb.co/crXZvnx)

And after 1 hour to 49,3 W :
(https://i.ibb.co/rx8Kcg8/Rimworld-I-Storage-C2.png) (https://ibb.co/48vwYcv)

I did some additional tests :
It certainly seems that the 0.002 weight of Neutroamine seems the culprit.
Each item on it own in the storage, does nothing at all with power consumption (shows the correct values).
Usually you have more Neutro then Herbal Meds, so if the Herbals get added to the storage - then things start to go haywire.
Somehow the interact with each other in the calculation and it starts to get strange.
I will check this with something else (maybe wood) and let you know the outcome of that.

Some other Bug :

The Coin - Explosion  :o ;D

If you move a full storage unit (in my case it was silver with ~ 80k) all of the contained items drop to the ground.
So far nothing bad happen, you get one big pile of silver.
But it takes a really long time to haul these back to the new storage place.
At some point I´ve stopped playing and came back to it, with around 20k silver left on the ground.
Thing is, the game could not handle this big single pile on the ground with the reload.
So it destroyed multiple exterior walls in the way, just to put the single stockpile of 20k into multiple 500 coins piles ... without any warning at all.
If you rebuild a big storage in a different location, wait for your pawns to complete the haul - otherwise you will wait for the rebuild of your rooms   ;D

Feature Requests :

Get a limitation on how much is storable, per item :
Ex : You have limited power, but you still could store 5k Wood, but not the whole amount of 10k.

Why is there no storage option for packaged survival meals ?

Drop a certain amount of the storage manually :
Ex : Caravans ignore the storages completely - so it might be very nice to drop manually lets say 10k silver on the ground and not the whole storage itself.
The other option would be, to hook into the caravan building process and drop the right amount in time to get picked up.

Start the initial storage with all items cleared:
If you build a new storage, all items are activated.
Let´s say you are somehow busy fighting at some other place and your other 10 (non-violent) master haulers see this as the perfect opportunity to pick everything up as fast as they can with the Big Boss very busy elsewhere ...  ;) ;D
Yeah you see where this one goes - not a big deal and easy to fix on it´s own - but it would make a bit more sense to first sanction the items they are able put it in.

Again, big thanks for your work here - a few minor tweaks would make it perfect  :)
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 17, 2021, 09:25:00 AM
For the stack issue, there's nothing i can really do there. I've added logic for any infinite storage to collect all stacks around it on saves to avoid this from happening. You point out the one case i can't prevent - an infiinite storage is moved and the stack it had created was not moved prior to a save.
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on August 17, 2021, 11:17:19 PM
Update: 1.3.1.0 (//http://)
-Finally tracked down the issue causing pawns to continuously try to insert and item and have it spit back out
-Fixed an issue where medical supply count would grow without end
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: Kiame on October 26, 2021, 09:04:58 PM
Update:
Fixing an issue with butchering table throwing errors
Title: Re: [1.3] [KV] Infinite Storage [ModSync RW]
Post by: laughingowl on May 03, 2022, 05:02:17 AM
Hmm not sure if you are still working on this, updating...

But is it intended or a conflict with another mod of mine,  that once in the infinite storage, it will not come out (for stockpile preference)

I.E.  I was hoping to do:
Infinite Storage box at say normal priority.
Then say a medchest with critical.

This will work as expected if/when  'new' items are made, and if room in medchest medicine will be dropped there....  if not off to the infinite storage.

Where it breaks for me,  is if medicine is used (from medchest).....  haulers will NOT move fresh medicine from the infinite storage to the medchest.