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RimWorld => Mods => Unfinished => Topic started by: LWM on January 06, 2019, 06:22:47 PM

Title: [1.0,1.1] Deep Storage (functional)
Post by: LWM on January 06, 2019, 06:22:47 PM
Hello all!

Deep Storage Units, yet another storage solution (that will likely be [WIP] for some time).

LWM presents yet another way to deal with your storage needs:  Deep Storage units!

Currently available are multiple buildings that can store more than one object at a time.  Inspired by Skullywag's Extended Storage, this mod takes a different approach - storage buildings that pawns can simply carry multiple items to.  An approach that got a lot harder with 1.0, BTW, but I like the results so far.

This mod will be updating as I tweak items and fix bugs, but I wanted to make it available now that it's mostly working.

Pallets, clothing racks, food storage trays, etc.  You can also write your own <ThingDef>s if you don't like what I've done.

Requirements
Deep Storage Units
Using Deep Storage - bonus tip:  If you have selected an item in DeepStorage, if you right-click, you jump the storage unit!

Known Bugs
Planned/Likely Changes
Compatibility (load Deep Storage after these)
Known To Be Compatible With
Uncompatibility - or - Strange Bugs?
The code can be found online at: https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage
On Steam: https://steamcommunity.com/id/littlewhitemouse/myworkshopfiles/?appid=294100
In the Ludeon Forum: https://ludeon.com/forums/index.php?topic=47707.0

Most images used with permission from Skullywag. (Thanks!)
Weapons Cabinets and Lockers are sumghai's. (Also thanks!)
Meat Hooks are (c) LWM.

License
Almost all code (c) LWM.
Also (currently) includes some code from Ratysz, allowing right-click to select actions on items, which Sumghai had permission to use (also GPL).  Thanks!
Released under GPL 3.0.
All of LWM's code (and sumghai's additions) are also released under LGPL, because I think that the LGPL is the license we should actually be using for mods.  Not that anyone is likely to complain, but altho we have a stupid copyright system, we should still use it correctly.
All of LWM's code (and sumghai's) are also available to Ludeon Studios, should they be incorporated into the base RimWorld game.
Thanks to Marnador for the RimWorld font.  Thanks to Pardeike for Harmony.  Awesome.


Title: Re: [WIP] Deep Storage
Post by: Canute on January 07, 2019, 06:08:03 AM
Hi,
you know there is allready an very old mod named Deep storage out there.
https://ludeon.com/forums/index.php?topic=38010.msg389361#msg389361

Just one question, does the stuff inside the storage count toward the colony, or does ist get stored in a dimensional pocket ?
Title: Re: [WIP] Deep Storage
Post by: sumghai on January 07, 2019, 09:28:52 PM
This looks very promising!

I was originally working on something similar for storing multiple weapons in dedicated weapons lockers buildings, based on ratysz's RT Shelves mod (https://github.com/Ratysz/RT_Shelves). However, I haven't made much progress due to my general inexperience with C# coding, so I'm thinking of simply providing my art assets to whoever has a working implementation of storing multiple weapons.

I'll definitely give this a go, and let you know how it goes on my end.
Title: Re: [WIP] Deep Storage
Post by: LWM on January 08, 2019, 08:48:51 AM
Quote from: Canute on January 07, 2019, 06:08:03 AM
Hi,
you know there is allready an very old mod named Deep storage out there.
https://ludeon.com/forums/index.php?topic=38010.msg389361#msg389361
*sigh*  No, I had no idea.  TBH, there are only so many phrases that work with "____ Storage - a new way to do lots of storage!"  I've got the name ALL over the place in my code, too; not easy to change.  At least they have their mod called something else entirely.  I'll check if they care about the name.  Thank you.

QuoteJust one question, does the stuff inside the storage count toward the colony, or does ist get stored in a dimensional pocket ?
This is one aspect of the different approach I wanted: all the stuff should behave exactly the same as if it were on a vanilla shelf.  I convinced the engine it was okay to put more than one Thing down in a square, so everything is still very much in the same universe.

--LWM
Title: Re: [WIP] Deep Storage
Post by: LWM on January 08, 2019, 08:57:35 AM
Quote from: sumghai on January 07, 2019, 09:28:52 PM
This looks very promising!
Thank you!  ^.^

QuoteI was originally working on something similar for storing multiple weapons in dedicated weapons lockers buildings, based on ratysz's RT Shelves mod (https://github.com/Ratysz/RT_Shelves). However, I haven't made much progress due to my general inexperience with C# coding, so I'm thinking of simply providing my art assets to whoever has a working implementation of storing multiple weapons.
The coding got waaaay more complicated with 1.0, where the vanilla code specifically doesn't allow more than one thing in one place ><  If you want to plow thru, and have questions, ask away ^.^

If you want to use my engine without my specific items, feel free!  (hat tip, acknowledgement, etc is always good ;) )  The XML should be really easy to write.

A weapon rack was actually 2nd or 3rd on my list (after an armor rack...but not far after), but I am not a professional artist in any way.  I thought I might start with trying to draw a hat rack, figured that would be easy.  I would love sprites to use for a weapon rack (and thoughts about quantity to store, etc), and if you wanted to share, could have that code up very quickly!

--LWM
Title: Re: [WIP] Deep Storage
Post by: sumghai on January 09, 2019, 03:09:23 PM
I found some time last night to properly test Deep Storage.

The included 2x1 storage buildings seem to work as expected, fully utilizing both cells for stacking multiple items (instead of having one cell act as a placeholder staging area like in Extended Storage). I particularly liked the intuitiveness of defining the stack size limit for each cell per building type in XML.

I then created a custom definition for a 1x1 Weapons Locker using my own art assets, and was able to store up to 10 weapons:


<ThingDef ParentName="LWM_DeepStorage" >
<defName>LWM_WeaponsLockerLocker</defName>
<label>(LWM) Weapons Locker</label>
<description>(Experimental) A locker for storing multiple weapons. Items stored in this will not deteriorate, even if outside.</description>
<graphicData>
<texPath>Things/Building/Furniture/WeaponsLocker/weaponsLocker</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<size>(1,1)</size>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToBuild>600</WorkToBuild>
<Flammability>1.0</Flammability>
<Mass>8</Mass>
</statBases>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>50</costStuffCount>
<building>
<preventDeteriorationOnTop>true</preventDeteriorationOnTop>
<ignoreStoredThingsBeauty>true</ignoreStoredThingsBeauty>
<fixedStorageSettings>
<priority>Important</priority>
<filter>
<categories>
<li>Weapons</li>
</categories>
</filter>
</fixedStorageSettings>
<defaultStorageSettings>
<priority>Important</priority>
<filter>
<categories>
<li>Weapons</li>
</categories>
</filter>
</defaultStorageSettings>
</building>
<comps>
<li Class="LWM.DeepStorage.Properties" >
<maxNumberStacks>10</maxNumberStacks>
<timeStoringTakes>50</timeStoringTakes>
</li>
</comps>
<researchPrerequisites>
<li>ComplexFurniture</li>
<li>Machining</li>
</researchPrerequisites>
</ThingDef>


That being said, I noticed a few problems:

I do have some partial solutions/suggestions to these problems, as well as some enhancements/features specific to weapons storage. Would you like me to describe them here, or would you rather we continue this particular conversation via PM?
Title: Re: [WIP] Deep Storage
Post by: LWM on January 10, 2019, 12:45:48 AM
Quote from: sumghai on January 09, 2019, 03:09:23 PM
Having so many items stored in the same cell means it takes multiple clicks before the user can get to the storage building (in order to change its filter settings, for example)
Yeah, that was my 2nd listed planned sometime...

I had assumed I would be able to add a "Gizmo" check to "Thing" that would see if it's spawned and in storage and if so add the actual gizmo with a command to select the Deep Storage.  But now I'm not sure that's an easy harmony patch, as it's an IEnumerable.  I haven't looked too closely at that problem yet (as it's not strictly required for functionality, only for sanity).

If you have suggestions, I'm v happy to hear them, either here or PM!

QuoteIf I select a pawn and then right-click on the stack of multiple weapons only the topmost or most recently stored item can be equipped/hauled
That's the known issue: "Pawns cannot use many types of items."  FloatMapMenuMaker (or whatever it's called) is a huge function and handles each type of floating menu separately (they were probably added at various times).  So for "consume"ing food it loops thru each item on a square, but clothing, it stops after finding the first item.  Each strippable body (dead or alive) gets its own menu, but only the first weapon...  I only realized it happened recently, because my early testing was with food....and then a raid came and I was like "but there's an advanced helmet I want you to wear, I know there is!"

There are a lot of moving parts, and it will require a fair bit of attention to detail, but it's a relatively straightforward patch.  (If you can call any transpiler patch changing "if" blocks to "foreach" blocks straightforward.)  Maybe there's an easier approach, but I haven't looked at it yet.  Worst case scenario, fiddly careful work.

So the big stopping point there is time.

Anyway, in general, I am quite open to suggestions/thoughts/hopes, as long as you don't mind me saying "yeah, I already know about that" ;)

Given Ludeon Forums are not threaded discussions, anything particular for weapon racks might go in its own post ("[WIP] Weapon Racks for Deep Storage"?) or as PMs.  Or, I suppose, on the github page.  So many options.

Anyway, it's past bedtime here in EST, so zzzzzzzz...

--LWM

ps - FloatMenuMakerMap.cs is the file; the function is AddHumanlikeOrders.  Ugh, also items to be manually loaded into a caravan, carried from the map, etc.  But trading things are okay?  Fiddly and so many details :p
Title: Re: [WIP] Deep Storage
Post by: sumghai on January 10, 2019, 02:29:38 AM
Sounds good - just PMed you some details and textures.
Title: Re: [WIP] Deep Storage
Post by: LWM on January 12, 2019, 02:00:59 AM
Update:
Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 25, 2019, 04:10:05 AM
So I'm having some issues and hoping they can be resolved. First, I really like the mod, Extended Storage has problems these days so a good replacement is sorely needed. The problem I seem to be having is that once the first item (or stack in the case of stackables) is in the storage tile it doesn't accept any more items. I have tried tweaking the max stack value in the xml but nothing seems to work. Worth noting is that I am using Stack XXL, could that be the problem? If more information is needed I'll be happy to provide it.

EDIT: After doing some more testing I've found that the issue seems to affect the pallet, skip, weapon locker, and clothing rack. In each test I placed the building with godmode on, set the storage to accept everything that it can store and watched as pawns deliver to the storage. In each test pawns deliver one stack of an item to each slot on the storage device (pallet, skip, weapon locker, clothing rack) and then refuse to stack additional items on the storage device. In one test, with the food basket I did notice that it does store multiple stacks, but specifically only one stack of each item and only two stacks per slot total. After seeing this I edited the xml to change the number of stacks it can store to 32 (just for testing) and it still held only 2 stacks per slot. I am almost positive that there is a mod interaction going on here as I did manage to get at least the weapon locker to store two weapons with only this mod active, but it still refused to hold more than two after editing the xml to store 8. At this point I'm at a loss as to what more I could do but if more information is needed, I'll provide it.
Title: Re: [WIP] Deep Storage
Post by: LWM on January 25, 2019, 06:04:01 PM
Sixdd - if it's a mod interaction, it's almost certainly the NoStorageBlockers function that's being affected.

I just found out the ...RimWorld Search Agency (....RimWorld aaah, whatever it is that lets you search in all your storage zones...and has Hauling Hysteresis) interferes with my storage mod.  I think I can use someone else's compatibility fix (RT has some excellent code that does things I didn't see Harmony could do), so I should have that out shortly.  But a list of mods you're using would be super helpful - especially anything involving storage zones or carrying.

--LWM
Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 26, 2019, 02:01:49 PM
Ok, here is my modlist. And yeah I have Rimworld Search Agency so that is most likely the culprit.

Linky (http://"https://pastebin.com/JUichkqH")
Title: Re: [WIP] Deep Storage
Post by: LWM on January 26, 2019, 03:49:42 PM
Definitely the culprit.  That fix will probably be the next thing that happens, so soon, I hope, cold allowing.

--LWM
Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 26, 2019, 04:28:33 PM
Sounds good, I'll be waiting patiently :)
Title: Re: [WIP] Deep Storage
Post by: LWM on January 29, 2019, 01:38:55 AM
Okay.  Should be compatble with RimWorld Search Agency - load AFTER RSA, please.  (not perfect compatibility, but hauling hysteresis is disabled for DSUs, so at least it all works!)  Future updates possible!  Thanks for patience ^.^

Also, now have a "Contents" tab for Deep Storage Units, courtesy of sumghai - expect a little more information to show up as more features mature.

Also, Meat Hooks have been added.  I think that's all that got uploaded today.

Any problems, let me know!

--LWM
Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 29, 2019, 05:28:36 AM
Everything seems to be working but one thing that I noticed is that stockpile priorities don't seem to be working properly. As an example, I have a pallet that is set to only allow cotton and has Critical priority, there is also a stockpile next to the pallet. Rather than new cotton going to the pallet it is being dumped in the stockpile. I'm also having a similar problem with Skips, everything that is assigned to a skip instead goes to the stockpile. If I use the Haul Urgently tool, from Allow Tool mod, on the things in the stockpile then pawns will take things to the proper place, the pallets and skips.

Hope this info helps, loving the mod :D
Title: Re: [WIP] Deep Storage
Post by: Canute on January 29, 2019, 06:36:20 AM
I think it is a similar problem you get with Extended Storage.
Do you just got one skip/pallet with this material allowed ?
Watch it, does any other pawn maybe allready hauling to it, maybe later on a longer way, so it got blocked by them ?
Haul urgend use different methode and don't get resticted.
Title: Re: [WIP] Deep Storage
Post by: LWM on January 29, 2019, 03:59:21 PM
Good point, Canute - those are certainly possibilities.  If a pawn has reserved a cell on the map, no one else can use it.  Another possibility is that the "Haulable" list hasn't updated yet and so hasn't figured out there's a "critical" stockpile it can take things to - I find forbidding and then allowing items forces it to refresh.  A third possibility ...animals cannot use Deep Storage, but they can drag to stockpiles.  I might have neglected to mention that anywhere >^.^<

--LWM

PS  (If someone has robots, I think they can use Deep Storage?)
Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 29, 2019, 07:39:56 PM
I think the problem was that the bulk of my haulers were raccoons, I'm now at a point where I have hauler bots and they do seem to be able to take things straight to deep storage's.
Title: Re: [WIP] Deep Storage
Post by: LWM on January 29, 2019, 09:57:04 PM
Quote from: Sixdd on January 29, 2019, 07:39:56 PM
I think the problem was that the bulk of my haulers were raccoons

      o.O

Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 29, 2019, 10:33:29 PM
What... you mean you've never raised an army of racoons to do your bidding?
Title: Re: [WIP] Deep Storage
Post by: Canute on January 30, 2019, 03:25:17 AM
Racoon's never, they look like bandit's and you trust them for your hauling ? :-)
Maybe you should try the Minions !

Title: Re: [WIP] Deep Storage
Post by: Sixdd on January 30, 2019, 11:28:25 PM
@LWM The meat rack works great, is the fabric hamper in the works? I ask because I noticed the textures are there for it. I added it in myself but the texture is all wonky and like "squished" or something. Can't wait for future updates! How is the cold going btw?

EDIT: I just noticed that if you have a DSU on a power conduit it shows the conduit in the contents view of that storage. Is the conduit going to be counted as a stack in the storage or is it just a visual thing?

EDIT AGAIN: Just noticed that the "Big Shelf" doesn't have the Contents tab.

Another Edit:  So I've filled a clothing rack with clothes and now my colonists are trying to deliver more clothes to it but they instead drop the new stuff on the floor in front of the rack, there are other clothing racks directly next to the one they are trying to deliver to, with identical settings, but they don't deliver anything there.
Title: Re: [WIP] Deep Storage
Post by: LWM on February 02, 2019, 04:12:18 AM
QuoteCan't wait for future updates! How is the cold going btw?

The cold is doing great.  I am not feeling so terrific >_<  :-\

Quote from: Sixdd on January 30, 2019, 11:28:25 PM
@LWM The meat rack works great, is the fabric hamper in the works?

The fabric hamper was something I never used much, but if there's interest, it can probably go in!

QuoteEDIT: I just noticed that if you have a DSU on a power conduit it shows the conduit in the contents view of that storage. Is the conduit going to be counted as a stack in the storage or is it just a visual thing?
Heh.  I forgot about conduits!  But things like Area Rugs will also show up.  This is fixed in the development version on my laptop; expect a push to github and steam ...Sunday, probably.  (You don't want the rest of my testing stuff, trust me ;) )

QuoteEDIT AGAIN: Just noticed that the "Big Shelf" doesn't have the Contents tab.
...
Oops.  That's because the Big Shelf isn't actually a "Deep Storage Unit"  ::)  It was for testing and then I liked it so I kept it.  I'll go ahead and update its XML!  Thanks!

QuoteAnother Edit:  So I've filled a clothing rack with clothes and now my colonists are trying to deliver more clothes to it but they instead drop the new stuff on the floor in front of the rack, there are other clothing racks directly next to the one they are trying to deliver to, with identical settings, but they don't deliver anything there.

...well, crap, that's strange.  No errors being thrown, I suppose?

...that's very strange.

Does the "load into deep storage" little yellow bar start loading at all?  Or do they drop the clothes as soon as they get to the clothing rack?  ...is it FULL?  And can you force them to haul to another rack by making that one lower priority?  Don't lose that save ;)
Title: Re: [WIP] Deep Storage
Post by: Sixdd on February 02, 2019, 05:05:06 AM
I've found a workaround for the clothing rack issue for now, just use multiple racks with decreasing priorities, they still deliver to the ground but if you have a stockpile surrounding the clothing racks it will get flagged to be hauled to the rack eventually. This behavior is also present for the other storages, I just didn't notice before. So aside from that oddity and animal/robots not hauling directly to the DSUs it seems like it's working pretty well.

The odd thing about the robots in that the ones from Misc Craftable Robots (I think that's the name) work fine but the ones from Misc Robots++ will only haul to standard stockpiles, which makes no sense because they both rely on the same mod for their funtionality. Also I noticed that an android from the Android Tiers mod also showed up in the contents tab of a clothing rack when he walked over it, not sure what sort of filtering that requires but it's pretty odd behavior I think.

I'll keep testing things out, with over 200 mods in my normal list I'm bound to find more oddities :D
Title: Re: [WIP] Deep Storage
Post by: LWM on February 02, 2019, 02:22:55 PM
Quote from: Sixdd on February 02, 2019, 05:05:06 AM
The odd thing about the robots in that the ones from Misc Craftable Robots (I think that's the name) work fine but the ones from Misc Robots++ will only haul to standard stockpiles
I made the hauling criteria either "not animal-like" or "is humanlike" - I forget which.  So different XML definitions might make things behave differently.  Exactly what qualifies is something I was thinking of making an option.  (Hey, maybe little racoon paws CAN manipulate drawers, shelves, winches, whatever)

QuoteI noticed that an android from the Android Tiers mod also showed up in the contents tab of a clothing rack when he walked over it, not sure what sort of filtering that requires but it's pretty odd behavior I think.

Sumghai made the contents tab check "all things here that are not the deep storage unit itself" (pretty reasonable).  I have the benefit of having hit my head against worked thru the hauling code, and so am aware of a better alternative: "EverHaulable" ^.^  Clearly, I should have labelled it "what's here" instead of "contents."  ...let me know if I missed anything ;)

QuoteI'll keep testing things out, with over 200 mods in my normal list I'm bound to find more oddities :D
Hehehe.  I look forward to it.

Oh hey, I couldn't sleep with my cough last night, so I can go ahead and push something out.  The downside is that I couldn't sleep, so player beware!  --LWM
Title: Re: [WIP] Deep Storage
Post by: LWM on February 02, 2019, 06:08:57 PM
Okay, update out - storage units will only report that they contain the items they actually contain!

Still no ideas what might be going on with your clothing racks.

Planning to update items to limit by mass/bulk.  So a weapons locker could hold a few rifles, but a bunch of pistols.

--LWM
Title: Re: [WIP] Deep Storage
Post by: Sixdd on February 03, 2019, 02:21:01 AM
I'll try out the update tonight. Is there a possibility to keep the "stack-based" storage as an option? Personally I don't like the mass determining the storage amount as it makes for "non-pretty" stacks and potentially unpredictable behavior as you then have to dig into the info of how much mass something has to determine how many a shelf can hold. If it isn't possible to have both I understand, just a request.

As far as the odd storing behavior I think it is just with "animal" type pawns. As far as I can recall Misc Robots and it's derivative mods treat the robots as if they are an animal so it'd be good if animals can haul to DSUs too. Plus it's great having an army of small rodents be able to deliver things from all over the map without bothering your colonists with it. I like doing the lone survivor style of playthrough so it works great for that :D

Hope you start feeling better, I've always tried tea with honey for sore throats and coughs, might give that a try.

Edit: Forgot to mention, the Big Shelf stores anything right? If so it would be a good replacement for the fabric hamper, so no need for that really unless someone wants it for the style/looks.

Edit2: So I looked into the xml and saw that only the weapon locker uses mass so ignore my previous comment, I just thought that you'd be changing everything to use mass instead of stacks but this looks good. I also like that you can have a minimum number of stacks allowed so you can always store at least two things, that makes sense to me since you wouldn't build a rack for just one item.
Title: Re: [WIP] Deep Storage
Post by: LWM on February 03, 2019, 11:32:21 AM
Yep.  If it's "humanlike," it can manipulate Deep Storage.

...it sounds like you're definitely in favour of a few options for the mod ;)

As for the mass, I was considering adding it to the skip (and totally things in the Contents tab - 500 granite blocks, 1000kg, etc), and it will certainly feature in the clothing rack and armor racks - it's a handy way to separate bulky items out and make, say, two parkas take up as much space as three jackets, or some such.  I'm hoping it won't be intrusive enough to cause any problems, tho, and the benefits of Deep Storage should still outweigh any minuses.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 03, 2019, 12:31:15 PM
QuoteYep.  If it's "humanlike," it can manipulate Deep Storage.
So Alien races which arn't humanlike can't use them ?
Title: Re: [WIP] Deep Storage (functional)
Post by: Sixdd on February 03, 2019, 02:10:20 PM
I could be wrong but I think in rimworld terms "humanlike" just refers to the body type definition, so anything that uses the same body type should be compatible. Though I'll preach the virtues of Raccoon hauling armies for the rest of my days ;)
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 03, 2019, 05:16:23 PM
I just was wondering why your Racoon's can't haul to the DSU while the some robot's can and other don't.
Didn't test the Minion's with them, but since they are basicly animal's i think they can't haul to them too.
And so far i remember a few alien race's don't refer on a humanlike body type. Elder Things maybe.

Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 03, 2019, 07:59:56 PM
Quote from: Canute on February 03, 2019, 12:31:15 PM
QuoteYep.  If it's "humanlike," it can manipulate Deep Storage.
So Alien races which arn't humanlike can't use them ?

Correct.  I strongly suspect all Alien races are "humanlike."

Quote from: Sixdd on February 03, 2019, 02:10:20 PM
I could be wrong but I think in rimworld terms "humanlike" just refers to the body type definition

Actually, it's probably more "is capable of doing human-like things" - the actual check is for RaceProps.Humanlike.  Checking the code, it's actually "return this.intelligence >= Intelligence.Humanlike;"

Hmmm.  Maybe I should change it to "ToolUser" instead of "Humanlike" - that's an option too!  Or maybe that whole option thing. ;)

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 04, 2019, 02:09:55 AM
Quote from: Canute on February 03, 2019, 05:16:23 PM
Didn't test the Minion's with them, but since they are basicly animal's i think they can't haul to them too.
And so far i remember a few alien race's don't refer on a humanlike body type. Elder Things maybe.

Yeah, no, don't think Minions will be able to.  Elder Things, tho, are a humanlike race, so probably yes!

Maybe someday I'll add an option for whether a given race can carry to DSUs.
Title: Re: [WIP] Deep Storage (functional)
Post by: Sixdd on February 05, 2019, 02:00:15 PM
Maybe someday I'll add an option for whether a given race can carry to DSUs.

Or, and this is just a friendly nudge, maybe make it not limited at all? If animals can be trained to haul then I feel like they should be able to haul to a DSU also, otherwise there's no point in investing resources in fancy storage when your well trained haulers can't even use them. I'm not trying to be mean or anything, it's just that this is one of my new favorite mods and this one hangup is the only thing keeping me from using it in full playthroughs instead of Stack XXL. I feel quite strongly about this but if it is going against your creative vision for the mod then I'll drop the subject.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 05, 2019, 04:23:36 PM
Personaly i agree with Sixdd.
You said something about pushing a button to move stuff into a DSU.
But from my engineer knowledge i know, a button isn't needed. You can have sensor's for that.

But i can live with that. And it wouldn't change anything at my playstyle.
I still would have 1-2 tradebeacon stockpile's and inside DSU's. The animal's would haul to the stockpile and a human would have 1-2 hours/day high priority to haul, and prolly he would mainly put the stuff from the stockpile into DSU's.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 05, 2019, 04:48:48 PM
My gameflow is pretty close to what you describe Canute.  I figured to require some actual human intervention - seemed a better game to me.

But, for those who cannot wait for an option, https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/releases/tag/0.01temp   Note that I make absolutely no promises, but the LWM.DeepStorage directory in the .zip file should give you the current version, with the "who can haul here?" check disabled (so everyone can haul).

HugsLib looks fairly easy to set up, so I hope to have a quick option or two out within the week, and then you can delete the local mod and switch back to the steam version (or other local mod) and it should be seamless.  I have to go set up a new computer for my parents so...not tonight ;)

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Sixdd on February 05, 2019, 05:44:27 PM
Yay! Thank you :D :D :D My mighty bionic raccoon haulers give many thanks too :D

Not even kidding, I just backed up that version in three places :)
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 05, 2019, 08:26:03 PM
Hehe.

You can thank me by sending me a screenshot of your bionic raccoon army hauling to storage?

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 06, 2019, 03:28:22 AM
Bionic Racoon, hmm clone's of Rocket (Guardian of the Galaxy)?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 06, 2019, 01:23:52 PM
Quote from: Sixdd on February 05, 2019, 05:44:27 PM
Yay! Thank you :D :D :D My mighty bionic raccoon haulers give many thanks too :D

Not even kidding, I just backed up that version in three places :)

Oh you of little faith!

New update: now requires HugsLib.

On the plus side, I don't have to keep track of the latest version of Harmony ever again.  Woot!  Oh, and there's now an option that allows animals to haul to Deep Storage >^.^<

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 06, 2019, 01:25:44 PM
Just a heads-up: I'm considering mildly breaking weapons lockers now, to reduce the chance of their breaking unexpectedly later on (confusing defName).  If I do, I will try to minimize impact to your save games (e.g., you may have to rebuild your lockers, either by hand or by god-mode).  Sorry about that.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Sixdd on February 06, 2019, 02:19:25 PM
Should I avoid using weapon lockers for the time being? Or will the items inside the lockers be fine?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 06, 2019, 03:26:08 PM
Quote from: Sixdd on February 06, 2019, 02:19:25 PM
Should I avoid using weapon lockers for the time being? Or will the items inside the lockers be fine?

Put off adding any new ones for the next 15 minutes, while I push out an update.  And then do cleanup for any you already have.  Items inside will be fine!

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 06, 2019, 06:13:52 PM
You should be good to go!  Again, sorry for the need to break lockers; shouldn't happen again.
Title: Re: [WIP] Deep Storage (functional)
Post by: Sixdd on February 07, 2019, 02:32:50 AM
No sweat, nothing was lost.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 12, 2019, 10:19:41 PM
I have updated the display, so you can get a better idea of what's being stored.  Does anyone want to send me a prettier screenshot to use as the Preview image?

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: mcduff on February 14, 2019, 06:30:53 AM
Have just switched to this mod from Extended Storage because that mod was throwing up loads of errors with Robots++. Whatever the difference is, this works much more smoothly and I prefer storing multiple stacks with a time delay rather than being restricted to only storing one item per storage unit. Much less micromanagey.

It would be nice to store wool on pallets though.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 16, 2019, 12:53:57 AM
Quote from: mcduff on February 14, 2019, 06:30:53 AM
It would be nice to store wool on pallets though.

I added the Pallets with Wrapping (sacks, basically) as a way to store "loose" matter, such as wool.

I'm still not entirely sure that's the best choice, but I haven't found a better one yet.  Maybe it's time to add in the fabric hampers.

If you're feeling brave and very opinionated, you can always edit the xml in the mod ^.^  Altho updates might require constantly changing it ><  Tradeoffs...

I'm glad it's working smoothly for you!  I hope it will get even smoother (in terms of using them as a player) in the next few updates.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 16, 2019, 03:52:04 AM
QuoteI added the Pallets with Wrapping (sacks, basically) as a way to store "loose" matter, such as wool.
Hmm why do you think wool is loose and cotton isn't ?
Don't you stack up your pullover made out of wool like the one's from cloth/synthtic at your locker ?
Basicly i don't see a different between wool and cloth, except a mod add raw version of them.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 16, 2019, 10:55:13 PM
Quote from: Canute on February 16, 2019, 03:52:04 AM
QuoteI added the Pallets with Wrapping (sacks, basically) as a way to store "loose" matter, such as wool.
Hmm why do you think wool is loose and cotton isn't ?

Heh.  you can only put cotton on the Pallets with Wrapping, too.

And by "cotton" I mean "cloth."

Seriously, there isn't a sensible way to handle that one, as far as I can tell.  Maybe I should let one put "fabric" on the pallets but restrict plant matter to using some sort of wrapping.  On the other hand, if you have an arctic ice sheet alpaca farm, maybe you can't get either wood or cloth, so how could you even make the pallet?  What to do, what to do....
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 17, 2019, 04:00:08 AM
Either use Bones mod, bones can be used like wood, when you like it easier on ice sheets.
Or you allow to build pallets out of metal too.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 17, 2019, 10:10:55 AM
You can already build Pallets out of metal.  As far as I know,you cannot both allow wood-or-metal and allow fabric-of-choice at the same time.  That's the catch.  So maybe Pallets do need to be more flexible than they are now.

Maybe pallets with wrapping are for plant matter and ...raw wool?

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: mcduff on February 19, 2019, 04:44:03 AM
QuoteAs far as I know,you cannot both allow wood-or-metal and allow fabric-of-choice at the same time
If anyone ever works out how to do this it would be amazing, but I think it's something that Tynan would have to put in the base game.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 19, 2019, 07:15:29 AM
mcduff, many people are did a similar request.
Do you know how long Extended Storage mod exist, nearly so long are request to tynan to add some sort of storage solution to the game.
So far i can say, tynan is happy with the current storage solution with plain ground or shelf's.
Title: Re: [WIP] Deep Storage (functional)
Post by: mcduff on February 19, 2019, 08:46:13 AM
I meant using two kinds of stuff in a thing.

At present a thing can only have one kind of stuff plus extra fixed ingredients.

I'm talking about having different parts of a thing made out of different stuff.

(I think we were originally talking about it in relation to flak armor, so you could make it out of leather and wood or devistrand and plasteel. Pretty sure the answer was "too much work.")
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on April 19, 2019, 09:23:51 AM
Update!

* Pallets can now hold Textiles!
** Possible compatibility patches for anyone doing full textile manufacturing?  If someone points any such mods out to me.
* Only pallets with wrapping can hold loose plant matter.
* Meat Hooks now require Smithing (oh no! ...but reasonable)
* costs slightly increased for many items - these are big storage units

Upcoming:
* fabric hampers as another way to store loose stuff

--LWM

PS - should also be compatible with Mehni's PickUpAndHaul now.
Title: Re: [WIP] Deep Storage (functional)
Post by: Ruisuki on April 19, 2019, 04:06:29 PM
probably a long shot but possible with b19?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on April 19, 2019, 07:49:35 PM
Quote from: Ruisuki on April 19, 2019, 04:06:29 PM
probably a long shot but possible with b19?

As in, the previous version?

There is a chance it WOULD actually work - much of the code I had started with had to be rewritten for b18, if I recall correctly, and I think the underlying hauling logic has been pretty stable since then.  Clearly, you should try, and then let me know when it fails spectacularly.

I am, of course, completely unable to compile against the b19 binaries, as I only got the Steam version (alas), and updates happen ><  But if you're feeling brave, you could probably make it - at least mostly - work.  I think.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on April 19, 2019, 08:00:02 PM
I also have that old b18 version kicking around, but it's kind of spare.  If nothing else, that one might work, altho it comes with some random debugging stuff mixed in   ::) ;D

You might be better off with the earliest 1.0 build I had.
Title: Re: [WIP] Deep Storage (functional)
Post by: Ruisuki on April 23, 2019, 10:33:43 PM
Nice to see two options for storage, between this and extended storage extended
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on May 18, 2019, 12:36:55 AM
Update!  Now compatible with Avil's Common Sense and Mehni's Pick Up and Haul.

Also fixed some bugs - players will see slightly less free bonus storage, and cleaned up some edge scenarios.

Next up: checking for another free storage bug and... other player requests!

LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: deredere on May 18, 2019, 09:45:34 PM
Slightly less, eh? My resourcesraw pallets just went from 4 stacks per cel to 2.

I want my money bac-

oh wait

Seriously tho is there a way to get back 4 stacks per cel? 2 seems a little underwhelming when I'm trying to keep my stockpile zones down to mitigate lag. I've got a pretty good rig but I'm up over 70 colonists in 2 colonies now and making 300 shelves seems like a bad idea as I'm given to understand pawns checking stockpiles is a major source of load.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on May 19, 2019, 01:04:17 PM
Um.  It should definitely be more than 2 stacks.  I shaved off a bug where you could end up with an extra partially-filled stack sitting in storage...but you can still get more than 2 stacks in everything but the "big shelves."

If you restrict all your haulers except one, can you get that one to haul more things to the pallet in question?

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: deredere on May 19, 2019, 03:33:09 PM
Quote from: LWM on May 19, 2019, 01:04:17 PM
Um.  It should definitely be more than 2 stacks.  I shaved off a bug where you could end up with an extra partially-filled stack sitting in storage...but you can still get more than 2 stacks in everything but the "big shelves."

If you restrict all your haulers except one, can you get that one to haul more things to the pallet in question?

--LWM

I restricted a very large number of haul animals outside the area with the pallet and the stuff that should be on it, and took all colonists except one off hauling, and she didn't seem interested in moving anything via right click, no.

I should probably note I'm using an increased stack size mod, so if mass figures into it that would explain a lot. I had 20000 stone blocks on this thing, now it's 10000, in 4 stacks of 2500.
Title: Re: [WIP] Deep Storage (functional)
Post by: AileTheAlien on May 20, 2019, 10:46:43 AM
Quote from: LWM on January 06, 2019, 06:22:47 PMSkips - Are you American?  Did you know "Dumpster" is a registered TM?
[https://trademarks.justia.com/search?q=dumpster]All relevant trademarks have actually[/url] been expired or cancelled for a while (https://trademarks.justia.com/721/96/dumpster-72196260.html), probably because it's been in use colloquially for a long time as a genericized trademark, and it's a large hassle to fight people over those. Even without that, you're giving this mod away for free, and it's not a controversial / defamatory / etc creation, so it's unlikely you'd be sued by anyone anyways.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on May 20, 2019, 09:27:53 PM
...Dumpster is a Trademark...
Quote from: AileTheAlien on May 20, 2019, 10:46:43 AMit's unlikely you'd be sued by anyone anyways.

Heh.  If you read thru my XML, you'll discover I included amusing fun facts in there, too!  I was delighted to discover this tidbit of trivia and wanted to share.  I'm probably the least likely mod author to ever get sued, given how much attention I pay to copyright law...  Also, "skip" is a term that could be used anywhere in the world, whereas Dumpster is only in use in the US.

What in the US is "dumpster diving" is "skipping" in Britain.  The more you know!

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: AileTheAlien on May 21, 2019, 12:21:27 AM
Quote from: LWM on May 20, 2019, 09:27:53 PM"skip" is a term that could be used anywhere in the world
Nobody in North America calls them skips. ;)
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on May 21, 2019, 02:21:34 AM
On the contrary!  At least one person does!  Now, anyway ;D 8) ::)

--P
(P as in "person"  ;) )
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on May 25, 2019, 11:38:47 PM
Quote from: deredere on May 19, 2019, 03:33:09 PM
Quote from: LWM on May 19, 2019, 01:04:17 PM
Um.  It should definitely be more than 2 stacks.  I shaved off a bug where you could end up with an extra partially-filled stack sitting in storage...but you can still get more than 2 stacks in everything but the "big shelves."

If you restrict all your haulers except one, can you get that one to haul more things to the pallet in question?

--LWM

I restricted a very large number of haul animals outside the area with the pallet and the stuff that should be on it, and took all colonists except one off hauling, and she didn't seem interested in moving anything via right click, no.

I should probably note I'm using an increased stack size mod, so if mass figures into it that would explain a lot. I had 20000 stone blocks on this thing, now it's 10000, in 4 stacks of 2500.

Okay, that shouldn't matter for almost any of the units.

If you have a save game of the thing, try with the newest version I just pushed out, and see if you can get anyone to haul to it.  If not, it's probably worth taking the conversation to GitHub and getting me a copy of the HugsLib logs.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Retry_02Hide on June 29, 2019, 11:40:19 PM
Hello LWM, got some little problem about the weapon locker in your mod. I am using CE guns with you deep storage, but my pawns just refuse to put anti-material rifles(like ptrs-41 from ce guns, AW50 from rimmu-nation etc) into weapon lockers, they put them in stockpile instead, even though I allow all weapons and these guns are in the list, the priority is set to important as well.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on June 30, 2019, 04:57:53 PM
Quote from: Retry_02Hide on June 29, 2019, 11:40:19 PM
I am using CE guns...
my pawns just refuse to put anti-material rifles(like ptrs-41 from ce guns, AW50 from rimmu-nation etc) into weapon lockers

If they NEVER get put in (for example, if they are the only thing allowed in the list, and you let the game run for a few minutes to make sure the hauling engine checks everything, and you cannot get a pawn to right-click Haul the item), then it's possible it's because they weapons are too big to fit.

The Weapons Locker has, as I recall, 16 Bulk if using Combat Extended, or 10 kg is not.  What is the mass of the item you're using?

Side question: is CE guns a separate mod that uses part of the CE engine?

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Retry_02Hide on June 30, 2019, 09:35:39 PM
Quote from: LWM on June 30, 2019, 04:57:53 PM
Quote from: Retry_02Hide on June 29, 2019, 11:40:19 PM
I am using CE guns...
my pawns just refuse to put anti-material rifles(like ptrs-41 from ce guns, AW50 from rimmu-nation etc) into weapon lockers

If they NEVER get put in (for example, if they are the only thing allowed in the list, and you let the game run for a few minutes to make sure the hauling engine checks everything, and you cannot get a pawn to right-click Haul the item), then it's possible it's because they weapons are too big to fit.

The Weapons Locker has, as I recall, 16 Bulk if using Combat Extended, or 10 kg is not.  What is the mass of the item you're using?

Side question: is CE guns a separate mod that uses part of the CE engine?

--LWM
Oh, so there's a mass and bulk restriction to weapon lockers? That might explain why they didn't put them in, most of AMRs are over 10kgs.
As for CE guns, it is a seperate mod made by CE's creator, to give players better experience in CE, so it should fit into CE mechanics very well.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on July 02, 2019, 03:18:55 PM
Yessssss, there is.  So, um, here:

Update:  Stats for Deep Storage Units now show storage capacity (that's the "i" icon you can click on).  Now you can see what fits!

Update:  You can now (if you realllly want to ;p ) turn off the delay for storing in Deep Storage.  Or if you want to make it shorter, you can do that.  Upcoming Update: shorter storage times for some units, when there are only one type of thing in it, or when there are fewer items in it.

Update:  Switching to RimWorld's default Mod Options system, away from HugsLib.  If you don't play your game for the next few months and use an army of bioengineered raccoons to haul to Deep Storage, you'll have to set the option again.

Compatibility Added:  RimOfMadness - Bones, Survival Tools, RimCuisine
(thanks DrZhivago)

Some bugs fixed.  Pawns probably won't dump extra stuff in Deep Storage.  Probably.

-LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Razzoriel on July 22, 2019, 10:37:31 PM
Hello, sir, I'm interested in merging your mod with mine, Outer Galaxies https://ludeon.com/forums/index.php?topic=27162.0 (https://ludeon.com/forums/index.php?topic=27162.0)

Do you mind if I use the textures and assemblies? I'll give you credit as the guy behind the structure to store items in the same building, as this is exactly what i need for my mod that adds hundreds of guns. Thank you in advance.
Title: Re: [WIP] Deep Storage (functional)
Post by: BladeOfSharpness on July 24, 2019, 04:53:34 AM
You mod just work INCREDIBLY WELL.

a) no perceived bug
b) colonists put reliably stuff there
c) stuff is seen by anyone including caravan loading

yeaaaah!!


edit: I can't find where to store my chemfuel though...
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on July 24, 2019, 05:23:34 AM
Maybe add a special chemfuel tank ! :-)
And pipe's for auto. refuel chemfuel generators :-)
Title: Re: [WIP] Deep Storage (functional)
Post by: BladeOfSharpness on July 24, 2019, 10:05:42 AM
Actually I found a kind of universal storage, but it is very poor, 4 slots only, and it uses 2 tiles...
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on July 24, 2019, 09:39:38 PM
Quote from: Razzoriel on July 22, 2019, 10:37:31 PM
Hello, sir, I'm interested in merging your mod with mine, Outer Galaxies https://ludeon.com/forums/index.php?topic=27162.0 (https://ludeon.com/forums/index.php?topic=27162.0)

What do you mean by "merging" in this situation?

QuoteDo you mind if I use the textures and assemblies? I'll give you credit as the guy behind the structure to store items in the same building, as this is exactly what i need for my mod that adds hundreds of guns. Thank you in advance.

So the textures are mostly not mine; skullywag gave me permission to use (most of) them for this mod.  So I can't just give out permission.

But depending on how you want to use it, you may be able to add the assembly and make some note "Deep Storage  is LGPL (c) LWM 2019" (or whatever ;) )

Is there some subset of the items you want to use?  Is there a reason not to make Outer Galaxies depend on Deep Storage?  Do you just want to bundle it along?  I'm pretty sure there's something that will work for you!

--LWM

Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on July 24, 2019, 09:52:59 PM
Quote from: BladeOfSharpness on July 24, 2019, 10:05:42 AM
Actually I found a kind of universal storage, but it is very poor, 4 slots only, and it uses 2 tiles...

Yeah.....  That's actually what *I* use for chemfuel storage.  Which is one reason there's nothing better - I've been happy enough with it.

Quote from: Canute on July 24, 2019, 05:23:34 AM
Maybe add a special chemfuel tank ! :-)
And pipe's for auto. refuel chemfuel generators :-)

So....  Make me a texture!  I have no objection to a chemfuel tank, altho at some point I'd try and figure out a way to make it explode if damaged  8)

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Vehicular_Zombicide on July 30, 2019, 01:13:27 AM
Is this compatible with Stack XXL, or will they likely conflict?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on July 30, 2019, 01:49:05 PM
I think it works?  They touch different aspects of the game.  Hmm...Maybe I need to modify a certain aspect of a new bit I'm adding, come to think of it.

Please give it a try and let me know, and I will update the description.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Vehicular_Zombicide on July 30, 2019, 02:51:24 PM
Will do. Quite honestly, I could take or leave the food, medicine, and raw materials storage aspects- it's the weapons lockers, clothing racks, and ability to store items that are normally unstackable (like organs, artifacts, etc) that really interests me.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on July 30, 2019, 03:17:19 PM
Right.  Artifacts.  I need to patch Artifacts so when you right click it gives the artifact name, not just "Activate."  The latter is surprisingly unuseful when you have a locker full of them.  Or maybe not a surprise :p

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on July 31, 2019, 03:47:53 PM
Update!

Most storage units are now quicker to use - for the first item.  By the time the last item is added, it's slower again.
Most storage units are quicker to use when storing a single type of item.
Storing some kinds of items are slightly slower - nearly full skip with multiple different metals and blocks will probably take a while.

UI Fixes: Big Shelf now displays contents.  Weapons Locker full of artifacts now usable.

Behind the scenes update: Big Shelf defName changed - this will help future compatibility.  This means, however, that minified BIg Shelves may not stay in old stockpiles.  If that's an issue for you, simply re-select them in the stockpile filter.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on August 02, 2019, 01:36:46 PM
Also, you can rename deep storage units now.  Just in case you emptied your Bow Storage to the last trader and cannot remember why you have an empty weapons locker lying around.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: WolfgangPolska on August 03, 2019, 03:05:33 AM
Can you add non steam download please?
Title: Re: [WIP] Deep Storage (functional)
Post by: Vehicular_Zombicide on August 03, 2019, 03:50:49 AM
Quote from: WolfgangPolska on August 03, 2019, 03:05:33 AM
Can you add non steam download please?

Already exists on the original post, just click the Github link.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on August 03, 2019, 10:45:59 AM
Sharing code with my fellow modders and gamers; free and open source software all the way.

Or in this case, limited free and open source - still gotta buy the game ;)

I suppose I might figure out how to do releases via github at some point, so you get a handy .zip file.
Title: Re: [WIP] Deep Storage (functional)
Post by: 2.71828 on August 14, 2019, 12:01:33 PM
As discussed on the Steam Workshop page, here (https://drive.google.com/file/d/1cWbDFz5Fz_bePE68se2vlTtDMk5LFcaS/view?usp=sharing) is a (Google Drive) link to a short video I just made about the behaviour when I activate this mod. This is directly after I loaded the save and had activated the mod (last in my list, since 'Survival Tools' was last before). Sorry for the horrible quality, but I've never tried OBS before. The game was lagging heavily by the way, and the error messages that pop up are of the 'XY started 10 jobs in one tick' variety. I'm not actually sure what's happening here, but I think the storage crates of Rimfactory work by piling lots of stacks on top of each other (the 22/100, or 21/100 means that there are currently 22 or 21 stacks in this crate/cell). It seems like my pawns are either putting the stacks in and out of this cell repeatedly, or are trying to reorder stuff, maybe. In a previous test I think I also saw pawns 'walking in place' while hauling stuff like here, but I couldn't reproduce that this time around. I also attached the mod list for this save (in 'Mod Manager-format'), as well (before I added your mod; that one was added to the very bottom for this 'demonstration').



[attachment deleted due to age]
Title: Re: [WIP] Deep Storage (functional)
Post by: Vehicular_Zombicide on August 15, 2019, 12:15:27 PM
Quote from: Vehicular_Zombicide on July 30, 2019, 01:13:27 AM
Is this compatible with Stack XXL, or will they likely conflict?

I know Rimfeller adds chemfuel storage tanks that can store up to 10,000 units of chemfuel- along with pumps to allow you to add chemfuel to the tank or remove it. Not sure if they explode when damaged though.
Title: Re: [WIP] Deep Storage (functional)
Post by: sumghai on August 17, 2019, 09:24:26 PM
I've been away on an offsite work trip for two weeks, and it's great to see how far the mod as progressed.

Item material / count limit
It would be nice (especially for the weapons cabinets/lockers) for players to be able to specify an item count limit for each type of item stored. For example, I could specify a locker to store precisely 40 knifes and 20 pistols, regardless of how much mass/capacity is left

Expose LWM.DeepStorage.Properties settings in mod settings menu
For each Deep Storage building type, it would be neat if players could tweak the storage settings via the mod settings menu (e.g. maxNumberStacks, maxTotalMass, maxMassOfStoredItem, timeStoringTakes).

I may have a crack at this and submit a PR if time permits - I'm currently busy working with Athena on the FastTrack Edition fork of Combat Extended.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on August 19, 2019, 11:40:09 PM
Update:  storage units are now in the "Storage" category of the Architect menu.  This includes non-Deep-Storage storage buildings by default.  This can be changed via the Settings.

Update:  RimFridge2 compatibility (not finalized, as RimFridge2 isn't finalized, but works!)

Quote from: sumghai on August 17, 2019, 09:24:26 PM
Item material / count limit
There's some re-writing of the ThingComp that I need to do before this will be reasonable.  It's on the list...

Quote
It would be nice (especially for the weapons cabinets/lockers) for players to be able to specify an item count limit for each type of item stored. For example, I could specify a locker to store precisely 40 knifes and 20 pistols, regardless of how much mass/capacity is left

The biggest question is "what would be the best UI for that?" - the ThingFilter doesn't have a convenient place to drop in an item count or anything...

If anyone wants to comment on such a possible UI, either posting ideas here or adding suggestions to https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/issues/17 is good.

Quote
Expose LWM.DeepStorage.Properties settings in mod settings menu
And this one I've been slowly working up to!  I'm afraid I made it more complicated by the way I changed how storing time is calculated....it's no longer a flat time!  But it's now a change within easy reach, and might even be the next thing I do, just because I'm v familiar with Settings at the moment.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 07, 2019, 09:11:54 PM
A bunch of compatibility updates went out:
Kaiser Armory, Reich Armory, VGP Vegetable Patch (Silage stored now, finally), RimFridge now has a Deep Fridge building.

If anyone draws me a good Deep Fridge that's built into a wall, then I will very quickly pop out a Deep Wall Fridge, by the way.

Russian language now supported (Тхакиро).

A bigger shelf option is much closer now and the hurricane has passed (minimal excitement for me personally) so that might actually go out soon.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Ruisuki on September 08, 2019, 07:48:53 PM
is this like a better version of 'extended storage -  extended' in that it can hold a lot more?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 08, 2019, 10:41:00 PM
It's different.

I originally made it because I wanted a way to store more than one type of item in a given storage unit.  That took me a while, and then I added a few things of my own - there's a (balancing) delay while pawns stack and organize what they're storing, etc.

As far as ES-E goes, DS has avoided some of the weird bugs that involve corpses (they're just another thing as far as meat hooks are concerned) and doesn't involve the "everything blows up when the storage unit goes away" excitement.  On the other hand, there have been a few very weird interactions with other mods, hopefully mostly sorted out now (altho there's still one possible interaction that's still outstanding - one that not everyone reports).

I think DS plays well with other mods, but that may just be me talking ^.^  Or maybe just the mods I want it to play well with...  The storage units are all the same basic Building_Storage as the vanilla Shelf, so anything that affects shelves can also usually apply to DS.

Anyway, I don't really use ES-E since I've gotten this working, so I can't really give you more details about how it's different - for all I know, ES-E has changed a lot since I last had it.

I'm hoping DS will be more flexible once I get settings created that let anyone change storage properties however they want.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Retry_02Hide on September 09, 2019, 02:38:24 AM
The only reason I am using DS instead of ES-E is because DS has weapon lockers, one and only, outstanding feature.
Title: Re: [WIP] Deep Storage (functional)
Post by: Ruisuki on September 09, 2019, 03:05:59 AM
Quote from: Retry_02Hide on September 09, 2019, 02:38:24 AM
The only reason I am using DS instead of ES-E is because DS has weapon lockers, one and only, outstanding feature.
Oh as opposed to ES-E having weapon racks that are too similar to the armor ones? I remember clutter used to have a submod for lockers/outfits. Hearing that this adds lockers as well is exciting! Are the dimensions also 1x2? o.o

Hmmm given how DS seems to have every type of storage as ES-E, except it can hold multiple types of items inside it, it seems like the best choice. I used to use change dresser but I disliked having bottomless storage, as I like to play as realistic as possible, so if DS happens to have a reasonable limit I think I'll give it a go. Only thing is Im low key scared to get rid of all the storages mid game :)
https://i.ibb.co/Stsk79C/extendedstore.png

this is my current armory, top side armor, bottom weapons. Will the furnishings provided by Deep Storage fit my current layout? I never got around to stuffing the armory because I have a sneaking suspicion ES-E would only ever let me hold 1 type of gun (revolver, vs a tactical pistol, or Carbine vs Shotgun etc) or apparel (1 type of shirt, 1 type of pant, 1 type of hat) per container which the OP of this mod seems to have confirmed xc)
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 09, 2019, 08:09:19 AM
Actually, the weapon lockers are all 1x1, and sumghai convinced me (with pictures and spreadsheets<3) that a properly packed locker can stuff a lot of weapons inside it!  I would have gotten to them eventually, but sumghai was enthusiastic and provided artwork, so he got his lockers ^.^

Quote from: Ruisuki on September 09, 2019, 03:05:59 AM
Only thing is Im low key scared to get rid of all the storages mid game :)
https://i.ibb.co/Stsk79C/extendedstore.png
[...]Will the furnishings provided by Deep Storage fit my current layout?

That's what god mode is for, right?  Changing horses mid-game.  In all honesty, you could always try loading both mods, using godmode to just drop in replacement clothing racks, and then restart with only DS.  Worse case scenario: an amusing disaster that your pawns get to clean up.  Heck, it might even just work?*

Your layout looks a lot like most of mine, fwiw ^.^

Quotewhich the OP of this mod seems to have confirmed xc)

Let me reiterate - I have not touched ES-E in ...years?  So I have no idea what weapons it can store today.  I only know what my mod stores, and that I'm happy with it.

Update news: shelf that can store 4 items is in testing.  The graphic is ...not *quite* right yet, but might be acceptable.

--LWM

* - mostly.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on September 09, 2019, 08:40:27 AM
Extend storage don't got anything for weapon.
Personaly i just did clone the clothing rack and adjust it for weapons and put a big W on the texture. And it worked fine so far.
Title: Re: [WIP] Deep Storage (functional)
Post by: makute on September 10, 2019, 05:57:25 AM
I already asked in the CE thread, but it seems I won't get an asnwer soon, so maybe you can lend some help.

It would be possible for the weapon lockers to automatically unload ammo from the guns stored in them? Or maybe that the ammo on the guns reflects on the total count, so I know exactly how much ammo I have of every type?

Thanks in advance.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 10, 2019, 04:55:59 PM
I suspect those are both doable.  I can see (sort of) how the 1st might be done.  I will perhaps ask sumghai if he can implement such a thing and keep it up to date.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: makute on September 10, 2019, 05:54:41 PM
Thanks a lot LWM.

Whatever solution you can come off will be quite an improvements over the alternative of manually track and unload every looted weapon, or after every change in the pawns loadout.
Title: Re: [WIP] Deep Storage (functional)
Post by: sumghai on September 11, 2019, 04:23:36 AM
Unfortunately, coding Harmony patches to allow LWM.DS Lockers to automatically unload firearms as they are being stored inside the lockers is probably too far outside my ability, so I'm not gonna be of much help there.

I am currently tangentially involved in the CE: FastTrack fork project, but my contributions are mainly compatibility patches instead of any codebase changes.

Speaking of CE:FT, an upcoming update will include some new and very large caliber ammunition such as missiles. I'm thinking of making a new 1x2 LWM.DS building specifically for storing mortar/tank shells and missiles, while leaving the current cabinets and lockers for weapons and smaller ammo.

Thoughts?
Title: Re: [WIP] Deep Storage (functional)
Post by: makute on September 11, 2019, 05:57:36 AM
Quote from: sumghai on September 11, 2019, 04:23:36 AM
Unfortunately, coding Harmony patches to allow LWM.DS Lockers to automatically unload firearms as they are being stored inside the lockers is probably too far outside my ability, so I'm not gonna be of much help there.
What about making the loaded ammo counts towards the total inventory instead of being "hidden" inside if the gun, so the pawns can get out of them an into theirs? Could that be feasible?

Quote from: sumghai on September 11, 2019, 04:23:36 AMI'm thinking of making a new 1x2 LWM.DS building specifically for storing mortar/tank shells and missiles, while leaving the current cabinets and lockers for weapons and smaller ammo.

Thoughts?
That sounds awesome. In fact, mortar shells take so much space in lockers (and are so volatile), that I'd prefer to have an alternative place for storing them.

Quote from: sumghai on September 11, 2019, 04:23:36 AM
I am currently tangentially involved in the CE: FastTrack fork project, but my contributions are mainly compatibility patches instead of any codebase changes.
Reading through your changelog I noticed this: "[Misc] Added Vehicles BodyShapeDef for pawn/creature like "vehicles"", how that relates to https://ludeon.com/forums/index.php?topic=48126.0 (https://ludeon.com/forums/index.php?topic=48126.0)?
Title: Re: [WIP] Deep Storage (functional)
Post by: Tocato on September 11, 2019, 06:07:41 AM
so whats the limit per container? i saw some of the steam previews had the numbers up to the 700s for food? What about weapons, or armor lockers how many can they hold? is there any way to tweak the limit via a mod settings option?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 11, 2019, 04:02:32 PM
Quote from: sumghai on September 11, 2019, 04:23:36 AM
Unfortunately, coding Harmony patches to allow LWM.DS Lockers to automatically unload firearms as they are being stored inside the lockers is probably too far outside my ability, so I'm not gonna be of much help there.

The way I picture it is this (It would need to be built by someone doing Combat Extended):
Combat Extended has a class Building_WeaponStorage : Building_Storage

The only thing it does is override Notify_Recieved(Thing thing) to unload the gun (you could probably spawn the unloaded ammo right on the same Position as the weapon, and pawns would eventually clean it up).  (This is why it would need to be built on the CombatExtended side: to handle unloading the gun.  If you try to spawn the ammo on top of the gun, my Deep Storage changes should make sure it worked okay)

Then the CombatExtended Patch for weapon lockers (and cabinets) would also replace the <thingClass>CombatExtended.Building_WeaponStorage</thingClass>.

Does that sound reasonable?

We could probably put in a mod setting somehow to turn on or off the behavior?  If anyone wanted to store half-loaded guns or whatever?

Quote from: sumghai on September 11, 2019, 04:23:36 AM
Speaking of CE:FT, an upcoming update will include some new and very large caliber ammunition such as missiles. I'm thinking of making a new 1x2 LWM.DS building specifically for storing mortar/tank shells and missiles, while leaving the current cabinets and lockers for weapons and smaller ammo.

That sounds pretty darn reasonable.  "Heavy Ordinance Storage"  I'm hoping in a future update to make some sort of shielded storage that protects the stored items from damage....that might end up being useful here  :D  (But it'll probably be a few month out)

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 11, 2019, 04:04:54 PM
Quote from: Tocato on September 11, 2019, 06:07:41 AM
so whats the limit per container? i saw some of the steam previews had the numbers up to the 700s for food? What about weapons, or armor lockers how many can they hold? is there any way to tweak the limit via a mod settings option?

I'm hoping to get a change out next week that adds settings so players can set their own limits on things.  No promises.  But if I do, that will open up a lot of options.  As it were.

Very high numbers are probably a mix of Deep Storage with one of the stack count changing mods (OgreStack, XXL Stack ..?)  They mix just fine if you want to go that route.

Edit: Oh, right, once you install the mod, the [ i ] info tab for all the buildings lists what they can store and how many things they can hold.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Tocato on September 11, 2019, 04:37:34 PM
Quote from: LWM on September 11, 2019, 04:04:54 PM
Quote from: Tocato on September 11, 2019, 06:07:41 AM
so whats the limit per container? i saw some of the steam previews had the numbers up to the 700s for food? What about weapons, or armor lockers how many can they hold? is there any way to tweak the limit via a mod settings option?

I'm hoping to get a change out next week that adds settings so players can set their own limits on things.  No promises.  But if I do, that will open up a lot of options.  As it were.

Very high numbers are probably a mix of Deep Storage with one of the stack count changing mods (OgreStack, XXL Stack ..?)  They mix just fine if you want to go that route.

Edit: Oh, right, once you install the mod, the [ i ] info tab for all the buildings lists what they can store and how many things they can hold.

--LWM
excellent. i also would like a hard limit on my storage. Even my weaponry, as with this mod allowing different types of weapons in one storage its an absolute game changer. I just don't want to hold like all of my inventory in one storage unit. Otherwise my bunkers wont have a purpose anymore
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on September 17, 2019, 09:53:54 PM
UPDATE!  Players may now use a mod option to specify what items can be stored in each type of Deep Storage building.  So now you can store hay in Medicine Cabinets (or whatever) while you wait for me to make haylofts.  Note that I don't use this setting at all (of course), so y'all will have to let me know if anything breaks.

Future updates will include settings for modifying storage speed and adding keys so it's not all english-only.  But I wanted to get this out there, as I think a lot of people have been hoping for it.

Next big changes will probably be some way to access items you want to right-click on.  Or haylofts.  Per unit or per item limits are a bigger project, and are farther down the line, but I think I have a handle on how to do them.

Pictures:  Anyone want to share awesome storage room pictures?

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: sumghai on September 18, 2019, 08:21:11 AM
Quote from: LWM on September 17, 2019, 09:53:54 PM
Pictures:  Anyone want to share awesome storage room pictures?

I've got a few from my NERV Odawara savegame:

Quartermasters room
- Big Shelves for NERV MREs, medical and first aid kits
- Clothing Racks for combat gear, cold weather gear and spare ACS shirts, plus a temporary holding area for garments to be repaired
- Lab counters repurposed as an issue desk/window
- Laundry with washing machines from Dubs Bad Hygiene
(https://i.imgur.com/U1W36pk.png)

Main armory
- Weapons Lockers containing various small arms and non-explosive ammunition, enough to arm an entire platoon of soldiers
- Weapons repair bench
(https://i.imgur.com/wLHr5aQ.png)

Base Defense Ammo Storage (Left)
- Weapons Lockers containing 7.62×51mm NATO cartridges and 40x53mm grenades for base defenses (M134 Minigun and Mk 19 Grenade Launcher Sentry Turrets, from my Defensive Machine Gun Turrets Pack mod)
Explosives Storage (Right)
- Weapons Lockers containing assorted grenades, rocket launcher ammo and C4 demolition charges
(https://i.imgur.com/YzCrtNW.png)

Cold Stores for vegetables and grains (Top), and Freezer for meat and unbutchered animal carcasses
(https://i.imgur.com/xxxxC8f.png)

Annotated layout of the entire base for context (https://i.imgur.com/g4BxoT9.jpg)
Title: Re: [WIP] Deep Storage (functional)
Post by: Tocato on September 19, 2019, 12:20:54 AM
ooooo whats the combat information center
Title: Re: [WIP] Deep Storage (functional)
Post by: JaJe on September 24, 2019, 03:09:36 PM
I have to report an incompatibility with Dinosauria mod.
Everytime I haul a dino my pawn start hauling that dino in a loop between stockpile and meat hook. Also it haul a dino that exceed maximum weight. Maybe a fix soon?
Title: Re: [WIP] Deep Storage (functional)
Post by: Tocato on October 23, 2019, 03:01:17 PM
Just waiting for the customizable storage limit update :)
Title: Re: [WIP] Deep Storage (functional)
Post by: Pichu0102 on November 01, 2019, 12:51:51 PM
Items in storage containers appear to be invisible to "Make until X" bills. I have well over 50 pairs of pants in storage.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on November 01, 2019, 03:06:37 PM
Quote from: Pichu0102 on November 01, 2019, 12:51:51 PM
Items in storage containers appear to be invisible to "Make until X" bills. I have well over 50 pairs of pants in storage.

And the pants you have in storage are all the correct materials etc?  If you were to build shelves and put the pants in shelves, does the problem go away?  (I recommend god mode for a bit of quick testing, if you can do that)

That's an irritating problem and it shouldn't happen.
Title: Re: [WIP] Deep Storage (functional)
Post by: Coolrah on November 22, 2019, 08:55:18 PM
Seen ya mod on a youtube video and it made me want to try rim again with it but was having an issue with the mod not being compatible with my current version but I have the most current version of the game and at least the mod I think (downloaded from ya github link) was hoping you could help.

https://gist.github.com/HugsLibRecordKeeper/228843cf471b04fb263bd85b6d91692c
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on November 22, 2019, 11:48:55 PM
How *****y odd.

I'm uploading a new version shortly anyway; check back tomorrow evening, and hopefully it'll work fine for you then.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on November 23, 2019, 02:16:39 AM
Update!
Haylofts.
Better handling of storage buildings' Beauty.  Expect skips to be uglier but various cabinets, shelves, etc to be prettier.
(This also means a pawn in a storage room filled with covered pallets will be happier than one filled with skips...)
Pallets slightly more useful, but also ugly.

I'm still planning to tweak Quality for some units, probably to make them have no quality.

If you are having problems with the filter settings (letting colonists put rifles in skips for example) not saving: I have no idea what's going on. It works for me. :/ If you have any idea what may be causing it, feel free to let me know. I have a debug version of the mod on the GitHub page that logs how settings are changed; if someone wants to get those logs to me (both before and after changing the settings and reloading) I can take a look at them? If someone already has and I haven't read your comments yet, thank you :)

Coolrah: Try the latest version.  I have no idea what was happening with yours, but someone else had a similar problem.  Very odd.

Title: Re: [WIP] Deep Storage (functional)
Post by: Coolrah on November 25, 2019, 10:30:41 PM
appreciate the quick response but unfortunately the issue still persist. Even tried redownloading rim again but still the same issue. So weird cause this is the first time ive ever had this problem too.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on November 26, 2019, 03:28:49 AM
Coolrah,
at the first log you posted i saw
QuoteRimWorld-LWM.DeepStorage-master:
The Master indicate you download it with the Clone or download button instead to get the latest release under the Release tab.
The master isn't a working mod by default execept you moded the files from "_Mod/LWM.DeepStorage" into the mod's main folder.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on November 26, 2019, 11:48:08 AM
Quote from: Canute on November 26, 2019, 03:28:49 AM
Coolrah,
at the first log you posted i saw
QuoteRimWorld-LWM.DeepStorage-master:
The master isn't a working mod by default execept you moded the files from "_Mod/LWM.DeepStorage" into the mod's main folder.

Good catch - you have to put the "LWM.DeepStorage" folder (which is inside the _Mod folder) inside your game's "Mods" folder.  I finally got around the making a zipped "release" which is basically the same - you put the zip file in your Mods folder and then unzip it.

I did create the github more to keep track of the code than to distribute the mod, and it shoes  :-\
Title: Re: [WIP] Deep Storage (functional)
Post by: Coolrah on November 27, 2019, 03:26:10 PM
Ahh that's what fixed it. Much appreciated for the help fellas this mod really is a blessing honestly.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 09, 2020, 02:58:15 AM
LVM,
how hard it would be to add a material filter for weapon/clothing racks ?

Just a question to you, how do you personaly handle it when you animal's can't haul to the storages ? A pawn focused on hauling and limited to home ?
At last you can change it at the option so animals can store at the storages too. Took me awhile to figure it out why my stockpiles allways was full and the storages pretty empty.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 09, 2020, 09:49:45 AM
Quote from: Canute on February 09, 2020, 02:58:15 AM
LVM,
how hard it would be to add a material filter for weapon/clothing racks ?

As hard as it would be to add a material filter to vanilla shelf.  Or to the generic stockpile filter - they all use the same logic.  If a mod author has already done it for stockpiles, getting it to apply to storage should be pretty easy.

Quote
Just a question to you, how do you personaly handle it when you animal's can't haul to the storages ? A pawn focused on hauling and limited to home ?
At last you can change it at the option so animals can store at the storages too. Took me awhile to figure it out why my stockpiles allways was full and the storages pretty empty.

I have a big room set up as a general stockpile, and just kind of leave it there.  Animals haul to that stockpile.  When a Hauler colonist carries something into the stockpile and looks for the next thing to carry, they pick up whatever is nearby and put it in storage.  Then, the next thing that is close goes into storage, etc.  I find it works well enough for me, but then I always have a few human haulers around.

I know one person who has the priority for the storage units set to Low.  So they use stockpile for usual stuff, but storage for overflow - so there's different ways to go about it.

--LWM
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 09, 2020, 10:02:51 AM
Quote from: LWM on February 09, 2020, 09:49:45 AM
Quote from: Canute on February 09, 2020, 02:58:15 AM
LVM,
how hard it would be to add a material filter for weapon/clothing racks ?

As hard as it would be to add a material filter to vanilla shelf.  Or to the generic stockpile filter - they all use the same logic.  If a mod author has already done it for stockpiles, getting it to apply to storage should be pretty easy.
With Better Workbench Management you can setup bills that they count the selected materials only when you select that option at "craft until x".

But no need to force it, the storage is pretty fine like it is.

Title: Re: [WIP] Deep Storage (functional)
Post by: GrumpyProgrammer on February 15, 2020, 11:14:39 PM
Wow, let me just say that this mod is awesome! It's exactly what I was looking for in a storage mod; now I can finally have closets that don't look like a teenager's bedroom. I've been using it for about  day or so and haven't encountered any conflicts that I noticed (and I use a lot of mods).

Great work, LWM!

EDIT: Oops, look like I spoke too soon. It wasn't a big problem, though; the raw form of VGP Garden Fabrics cloth plants (Cotton Fibre, Raw Flax, and Raw Devilstrand) weren't showing up as storable in a hamper.

I made a VGP Garden Fabrics compatibility patch and it works fine. Do you want it? It's easily done on your own (it's basically just the VGP Vegetable Garden patch, but with the variables changed), but I can send it to you if you'd rather not be bothered by such a tiny change.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 16, 2020, 03:41:39 PM
Grumpy,
since they are raw material's you need to store them at pallets.
But i think from the logic they should be at food basket too, like psychid/smokeleaf leaves.

And i don't know why (adv.) component can't be stored at the pallets too, they only can be stored at the tall shelves. But ok they are protected there even outdoors.

And about tall shelves, it is allowed to store centipede there, but since they weight 140kg they can't stored there (max. 90kg).
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 16, 2020, 09:25:59 PM
Actually, I was planning to add the fleeces and raw cotton from Slight More Reaslistic Wool Production and ...whatever the cotton one is... to the hampers.  The ones from VGP would also go there, as well as in the pallets with bags.

I'm not 100% sure about Raw Flax, as that would probably be heavier than fibers, no?

Anyway, feel free to send me the patch you have, or do a pull request on github, if you do that sort of thing?

Re: advanced components....I never thought of just piling computer parts on pallets...that strikes me as ...dangerous ;D
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 17, 2020, 02:56:29 AM
Quote
Re: advanced components....I never thought of just piling computer parts on pallets...that strikes me as ...dangerous
Yep, they arn't protect from outdoor issues. But didn't told your your crafter to wrap then into oilpaper ? :-)
But i can live with it, solong i have anything to store them.
Title: Re: [WIP] Deep Storage (functional)
Post by: GrumpyProgrammer on February 17, 2020, 10:25:17 AM
Quote from: LWM on February 16, 2020, 09:25:59 PM
Actually, I was planning to add the fleeces and raw cotton from Slight More Reaslistic Wool Production and ...whatever the cotton one is... to the hampers.  The ones from VGP would also go there, as well as in the pallets with bags.

Groovy! Glad to hear I wasn't barking up the wrong tree here.

Quote
I'm not 100% sure about Raw Flax, as that would probably be heavier than fibers, no?

Raw flax is really just bundles of straw, so I wouldn't think they would be appreciatively heavier or bulkier than cotton fibers. You get the strands from soaking them in water for a few hours and the strands are definitely like cotton fiber except longer (this processing step is not in VGP as far as I'm aware; it's assumed that the soaking happened between harvest and storage as going to a loom with raw flax produces cloth). However, if you think so, I can remove them from the list.

Quote
Anyway, feel free to send me the patch you have, or do a pull request on github, if you do that sort of thing?

I don't actually have a github account, so I don't think I can do a pull request. The patch is tiny, though (only 24 lines), so I could easily send the file through PM here if that's more convenient?
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 17, 2020, 12:22:45 PM
Yeah, okay, flax works too.

Sure, PM here is great.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 24, 2020, 06:16:51 AM
Hi LVM,
i just found an oddity.
I use the Dragonian Race mod, and these race can wear only special race appareal.
Normaly i can't let a dragonian wear a duster at example, but when the duster is stored in a clothing rack i can let the dragonian let force wear these.
I don't think they would wear them by clothing policy themself, because it is enabled and they never did it.
So it is just about the force option.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 25, 2020, 10:48:35 AM
I assume you're using the right-click logic?  That's an odd one...

And you cannot force them to wear clothes if it's lying on the ground?  Or in a vanilla shelf?
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 25, 2020, 10:54:57 AM
Clothing Rack !
And i can't force equipe it from the ground.
And it is only one tile of the rack it works.
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 26, 2020, 02:43:13 AM
But what's about 1x1 version of all/most storages ?
Would be useful for crafting station.

I tried to edit a bit self, but couldn't find the size entry so they stayed all 2x1.
And the drug cabinet which is 1x1, i couldn't find at the defs.

Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 26, 2020, 10:44:55 AM
Quote from: Canute on February 25, 2020, 10:54:57 AM
Clothing Rack !
And i can't force equipe it from the ground.
And it is only one tile of the rack it works.

Ah.  It's the way AlienRaces 2 handles right clicks.  What is the mod order?  Try changing it, see if that helps.

https://github.com/RimWorld-CCL-Reborn/AlienRaces/issues/31
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 26, 2020, 10:47:03 AM
Quote from: Canute on February 26, 2020, 02:43:13 AM
But what's about 1x1 version of all/most storages ?

Sixdd has a mod for some of those on Steam.  I will ask if they can have an offline version.

https://steamcommunity.com/sharedfiles/filedetails/?id=1990323552
Title: Re: [WIP] Deep Storage (functional)
Post by: Canute on February 26, 2020, 11:34:19 AM
Ah ok,
i will get it with
http://steamworkshop.download/

I don't think mod load order matter.
Previously i got Deep storage between Alienframework and dragonian race, and test it now after dragonian race.
No change.
Title: Re: [WIP] Deep Storage (functional)
Post by: LWM on February 28, 2020, 01:23:21 PM
Updated for 1.1.  Once again, our bases can be nice and tidy :)

As usual, keep your eyes out for any weird behavior - who knows, it might even be might fault ;)

https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/releases/tag/v1.1.0.1

(Also available on Seam.  ...does GoG also support mods?)

Is there a way to move message threads?  Because I think this can safely go to Releases instead of Unfinished now.  (You'll never be finished in my heart, Deep Storage)

--LWM
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on February 28, 2020, 03:11:38 PM
I don't have the GoG version, but i think it is basicly the same like the regular DRM-free but with the GoG installer.
But it don't have an own mod system like the steam workshop i think.

You need to ask a moderator to move the topic.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: sumghai on March 05, 2020, 07:33:19 AM
My understanding is that you would just have to create a new thread for the release version of your mod.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on March 20, 2020, 10:05:30 AM
I notice my pawn (colonist and animals) got the storing delay.
But guests (with Hospitality mod) doing some work for you too and don't got any delay.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on March 21, 2020, 11:04:26 AM
How ...odd?  I certainly don't treat any pawns differently (except the artificial restriction on animals, but that's something I had to work for)

If you wanted to track that down, you could grab a release build from github and turn on the Harmony setting that debugs PlaceHauledThingInCell right before a guest puts something down.

Did you ask in the Hospitality thread about this?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on March 21, 2020, 02:25:31 PM
QuoteIf you wanted to track that down, you could grab a release build from github and turn on the Harmony setting that debugs PlaceHauledThingInCell right before a guest puts something down.
Ok i download the  LWM-DeepStorage-Debug.1.1.0.2.zip and replace it with the current one.
But where do i turn on the Harmony setting.

No didn't report it yet to Orion.

Ok, looks like the issue is gone.
Maybe the same issue with Common Sense i got with Replimat.
I needed to move Common Sense below Replimat, so pawns could get their meal out of it.
Before i notice it multiple time that guest store things without delay, now they have a delay but not the progress bar like paws. But that isn't important.

Another thing,
please adjust the patch for Fertile Field,  1.0 -> 1.1
Someone update it to 1.1.
I did it manualy for me, and with the replacing of the debug version i just was wondering why the hack the plant scraps get all over now.

Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on March 21, 2020, 06:55:11 PM
Quote from: Canute on March 21, 2020, 02:25:31 PM
QuoteIf you wanted to track that down, you could grab a release build from github and turn on the Harmony setting that debugs PlaceHauledThingInCell right before a guest puts something down.
Ok i download the  LWM-DeepStorage-Debug.1.1.0.2.zip and replace it with the current one.
But where do i turn on the Harmony setting.

No didn't report it yet to Orion.

Ok, looks like the issue is gone.
Maybe the same issue with Common Sense i got with Replimat.
I needed to move Common Sense below Replimat, so pawns could get their meal out of it.
Before i notice it multiple time that guest store things without delay, now they have a delay but not the progress bar like paws. But that isn't important.

Another thing,
please adjust the patch for Fertile Field,  1.0 -> 1.1
Someone update it to 1.1.
I did it manualy for me, and with the replacing of the debug version i just was wondering why the hack the plant scraps get all over now.

Let me know if I got anything wrong:

https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/releases/tag/v1.1.0.4

Pull requests on github for this sort of thing are 100% welcome, if you do github, by the way!
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on March 21, 2020, 07:05:23 PM
I just change the 1.0 into 1.1
But doesn't you need to made/keep the patch for 1.0 and that i don't know how.
Hmm maybe i do.
Move the old patch to 1.0/Patch
and the new one to 1.1/Patch
right ? :-)
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on March 21, 2020, 10:58:19 PM
I thought they changed the name.  I set it up so the patch happens for either the old name or "Fertile Fields [1.1]" but I didn't check if there are any new defNames or items added.

I have resisted adding a 1.0/Patches and a 1.1/Patches mostly because it would be annoying.  But if they add new defNames or change any of them, then I will need to do that.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on March 22, 2020, 02:11:01 AM
Thats the different, i just did try and error.
Adjust the modname the patch looking for, and notice the food basket could store Plant scraps -> success.

Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Ruisuki on May 14, 2020, 05:44:46 PM
should i delete extended storage and extended storage extended if i run this? because i notice i got some of the same storage items and textures
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on May 14, 2020, 07:12:11 PM
I use some of the graphics from Extended Storage, so that's the confusion...  If you want to use both, at this point I think you safely can?

It'll probably run slightly slower, so if you don't feel you need both, I would go with only one.  If you find yourself using both...why not?  Sorry about the duplicate names  8)  They are actually different, so more confusion, eh?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Ruisuki on May 15, 2020, 04:20:27 PM
yeah other than the names and textures perhaps there is value in having both. Since your mod it seems can hold more types of things, but extended storage can hold more of one thing? It seems like the case
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Tocato on May 15, 2020, 10:30:00 PM
Im also running both but think I found a bug?

1. Not sure if its because of this mod but I see two 'storage' architect tabs. one is empty even when i run godmode.

2. the hamper can only be built in devilstrand, muffalo wool, and cloth even though i have other textiles. And theres no 'textiles' or clothing category to store things in it. Only food, meds and the like

The hamper has this description lmk if it's from you: This is a set of hampers made out of fabric. The various pockets allow storing large amounts of diverse small items with ease
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on May 16, 2020, 02:11:18 AM
Quote from: Tocato on May 15, 2020, 10:30:00 PM
Im also running both but think I found a bug?

1. Not sure if its because of this mod but I see two 'storage' architect tabs. one is empty even when i run godmode.
Next update should address that! You can always go to mod settings to keep them in separate "Storage" menus, altho that may not be preferable either.

Quote
2. the hamper can only be built in devilstrand, muffalo wool, and cloth even though i have other textiles. And theres no 'textiles' or clothing category to store things in it. Only food, meds and the like
Dear me, I have missed that every single time I have used it, but you're right, leather is not allowed - and it should be.

As far as storing textiles in hampers, I have never yet seen leather or cloth stored that way, so I made the conscious choice to not store them there.  If you want to, there are always mod settings :)
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on May 16, 2020, 03:57:31 AM
Or you keep texitles without leather but increase the varia of mat's you could store into.
Maybe add textile/leather to the storage, so they have a small advance compared to pallets.

I never found a good exclusive use for them, same for pallet with wrapings or double shelfs.


Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on May 16, 2020, 10:43:47 PM
Quote from: Canute on May 16, 2020, 03:57:31 AM
I never found a good exclusive use for them [hampers], same for pallet with wrapings or double shelfs.

Plant matter.

The pallet with wrapping really does need some balancing, but I'm not sure what's the best way to do it.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Ruisuki on May 17, 2020, 01:47:02 PM
yeah hampers are traditionally for clothing, but there already is a clothing rack no? I guess i could use it for clothing that needs mending

and glad to hear an update is coming to address the architect menu issue lwm. i await your release. Also I appreciate the fact that storages have a limit, was never a fan of bottomless storages. The fact that deep storage allows up to 10 stacks makes me seriously consider dropping extended storage. i probably would have by now if it wasnt for the additions added by the submod, extended storage extended. Any plans on using different textures though for the future? Or different names to differentiate between the mods
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on May 17, 2020, 03:06:13 PM
Quote from: Ruisuki on May 17, 2020, 01:47:02 PM
yeah hampers are traditionally for clothing, but there already is a clothing rack no? I guess i could use it for clothing that needs mending
I had NEVER considered that either!  I now have a place to store all my tainted clothing!  Or I will once I play with the filters.

Quote... the additions added by the submod, extended storage extended. Any plans on using different textures though for the future? Or different names to differentiate between the mods

I have maybe 5 art; creating new textures for furniture is REALLY HARD for me.  I would happily welcome new artwork, and am willing to add new items as well - or help someone else add an entire new set of items if they want to (like the other add-on mods running around on Steam)

--LWM
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on May 17, 2020, 04:42:41 PM
QuoteAlso I appreciate the fact that storages have a limit, was never a fan of bottomless storages. The fact that deep storage allows up to 10 stacks makes me seriously consider dropping extended storage.
Me too.
Even when i gave some good feedback for Infinity storage, i never used it later aftere the testing.
Even with the energy cost it feel not right to use it.
Extended Storage miss the weapon lockers and meat hock.
So Deep storage is my favoured at moment together with the smaller ones addon from Sixdd. And i don't see a reason to have both storage mods active even when they don't conflict.

QuoteI now have a place to store all my tainted clothing!  Or I will once I play with the filters.
Filter is simple.
I allways got clothing racks for Tainted and bad quality near the Loom (VGP) to deconstruct, and another one for good quality to repair next to the mending bench.
Not to speak 2-3 clothing racks at the guest area marked for shop (Hospitality) for special crafted clothes guest could buy. It is nice to see when all guests leave your map wear your cowboy hats ! :-)

Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Tocato on May 25, 2020, 04:30:18 PM
New update?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on May 26, 2020, 11:42:26 AM
Yes?

There was one recently, and there will likely be another in the next week, with better right-click support.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Simstu on July 15, 2020, 01:28:57 PM
Hello there, I have a problem. When I set my mod settings to robots (you know, from 3rd to 2nd position/dot) it wont save and every time a load a save I have to set it again. Can you please help me somehow?
Great mod btw.
Appreciate it
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on July 15, 2020, 07:28:42 PM
That's rather strange - I haven't seen that problem before.

What version of the mod are you using? Are you using the Steam version?

Do you know where your mod settings are stored?  In Linux is something like ~/.config/unity3d/Ludeon.../RimWorld?/...Config?  Someone on the forum has explained it better than me ;)  If you could open the game, make the changes to the mod setting, and then look at the DS mod settings file? I would like to see the contents.

Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Simstu on July 16, 2020, 05:24:53 PM
Quote from: LWM on July 15, 2020, 07:28:42 PM
What version of the mod are you using? Are you using the Steam version?

Do you know where your mod settings are stored? I would like to see the contents.

Note: I'm still on 1.0, if that helps...
Downloaded the latest Steam version yesterday.
Do you mean like these? Otherwise I don't know what to look for...
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on July 16, 2020, 09:51:04 PM
Oh!

I don't have the 1.0 versions to build against, so I'm not sure I can fix anything if there IS a problem.  Do you have my last 1.0 build?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Simstu on July 17, 2020, 10:45:53 AM
You mean the 1.0.0.14 one? I can try that for sure.
I just thought that (when its 1.0 and 1.1 compatability) I can use the latest one.
EDIT: Tried both (latest 1.0 and latest 1.1) nothing worked.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: LWM on July 18, 2020, 03:06:45 PM
Shoot.  I have no idea what's going on.  Neither the Steam nor the non-Steam version works for you? I know the Steam version had problems for a while, but I don't think it would affect that setting.  If you wanted to try your hand at building the mod, it might be possible to port in the new settings, which I think are working? You could also try the 1.0 debug version (from the debug release: https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/releases/download/v1.1.0.11-debug/LWM-DeepStorage-Debug.1.0.0.13.zip )  might give some idea why it's not working.

I'm sorry, it's not super helpful.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on July 18, 2020, 03:39:06 PM
Simstu,
maybe you should try to delete the config file.
At the option you got buttons for the saved data/logfile which should lead you to the Config folder.
Inside Config you should find DeepStorageMod.xml or .....DeepStorageMod.xml, just delete it.
Now try to modify the mod setting ingame and check if that file got newly created.

It could be a problem at your filesystem, that rimworld can't overwrite/modify the config file.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Simstu on July 19, 2020, 03:59:26 PM
Quote from: Canute on July 18, 2020, 03:39:06 PM
Simstu,
maybe you should try to delete the config file.
At the option you got buttons for the saved data/logfile which should lead you to the Config folder.
Inside Config you should find DeepStorageMod.xml or .....DeepStorageMod.xml, just delete it.
Now try to modify the mod setting ingame and check if that file got newly created.

It could be a problem at your filesystem, that rimworld can't overwrite/modify the config file.
¨
This did the trick! Thanks for amazing mod (and quick help), mister! Can't imagine Rim without it. *tips hat*
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Vendrazi on September 06, 2020, 05:04:45 PM
I'm having trouble installing this. I installed Deep Storage and got "Failed to find Verse.ThingCategoryDef named ApparelUtility. There are 59 defs of this type loaded."

Currently installed:
Hugs
Harmony
Hardworking Animals
Pharmacist
Pick Up and Haul
Deep Ore Identifier
Hospitality

Pointers?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Sarge on January 17, 2022, 08:01:49 AM
LWM's Deep Storage has a bug where pawns go into infinite loops of adding removing items from this mod's storage containers and stockpiles. The internet and Steam is full of reports of it for some time.

I thought it would be simple to grab an alternative mod but they all seem to be dependant on having this mod as well  :-\

Having to have massive areas to store stuff on the floor... this mod makes a massive difference for me and seemingly many others. Is there a functional alternative?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on January 17, 2022, 08:27:57 AM
https://steamcommunity.com/workshop/browse/?appid=294100&searchtext=storage&childpublishedfileid=0&browsesort=trend&section=readytouseitems&requiredtags%5B%5D=1.3&created_date_range_filter_start=0&created_date_range_filter_end=0&updated_date_range_filter_start=0&updated_date_range_filter_end=0

Extended Storage is basicly like Deep Storage, but i can't say what mile you for his assemblies.
Infinity storage is the ultimate storage system, just the power use limit the weight you can put into.
Quantum storage, another cool storage system don't work with 1.3 anymore.
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Sarge on January 17, 2022, 09:01:15 AM
Cheers Canute, appreciate it as always.

Extended Storage - People are reporting the same infinite loop problem
Infinite Storage - Kills immersion for me in the same way as increasing stack and storage container capacities to ridiculous sizes. AT least this one charges you for it, but still, storing things in a powered black hole doesn't do it for me.


I used that same search in Steam, as you can imagine as well as trying on here and of course Google and Reddit and while I know I'm not particularly good at finding stuff, well, I couldn't find anything which eventually lead me to asking here.

So, right back to square 1. Any other suggestions?
Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Canute on January 17, 2022, 11:11:21 AM
Sorry no, not at moment. Since skully created Extended Storage at the past, and later Deep storage it allways was my prefered storage system, even with some minor problems.
LVM isn't active anymore beside updating his mods, so i wouldn't await anything from this side.

I browse abit through the workstop
[SS] Mass Storage (Continued): looks interesting, but could be a deep hole at the ground like Infinity storage.
Mechanical Defense 2 - Deep Storage (Continued), is similar but limited to one resource for a box.
I didn't test/used them lately, but at the past they got the problem that the stored stuff wouldn't be able for trading.


Title: Re: [1.0,1.1] Deep Storage (functional)
Post by: Sarge on April 20, 2022, 10:31:39 AM
I think I got it (LWM's Deep Storage) working/found a way around the problem, let me rather say it's working consistently in my current settlement.

It appears there's some issue LWM's<->Combat Extended.

When I find a pawn stuck in the infinite loop of adding and removing an item into one of the LWM's storage units it appears it is by a pawn with a new/uncompleted CE loadout gearing.

So what I do is, whenever I assign the first loadouts, whenever I change a pawn's loadout or whenever I find a pawn stuck in the loop I click the Rearm button for that pawn and babysit them through equipping themselves. The might want to do other tasks in between equipping so keep clicking until they are completely done and then they never get stuck in the loop again:

(https://i.imgur.com/UarbCwP.png)

https://www.reddit.com/r/RimWorld/comments/ootezm/storage_mods_for_13/