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Messages - l2evy

#1
3/23/2018 1.18.1 > 1.18.2
-Fixed Chemfuel Barrels to explode as they should (Thanks White Wizard from Steam comments for the report!)
-Pushed Russian Translation Update (Thanks to the awesome Bugo from github!)
-found and fixed gold crate changes and typo not sync'd to github (for some reason it did not push on those select changes to github)

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

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

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

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

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

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

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

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

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

Now for the rest of the questions from the Harry Dick

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

If you made it this far, Thanks everyone for the questions I don't mind at all. I love exploring ideas and stuff when I have the time and coming up with new future potential directions to take this mod. I am open to community coming on to add to the mod or change things also. So if you wanna improve upon the mod or whatever start tinkering around with the mod locally, push the changes on github or PM me a gist on github with purposed changes if you do not fully want to come on board the project.
#2
2/11/2018 1.18.0 > 1.18.1
-Added Chemfuel Barrels (make sure to be careful with these)
-Adjusted Gold Crate to new ratios, now packs 250 instead of 500
#3
Quote from: deathstar on October 16, 2017, 10:12:43 AM
Yeah, please doublecheck the version, I got some errors too.
Quote from: paulvin on October 15, 2017, 02:32:02 AM
i downloaded your latest version. it still says a16 though and i cant do any bills
edit: i checked your git and i think you forgot to commit or something
Yes I seemed to have committed the changes but not push to github and screwed up the A17 version. It was working alright on Steam Workshop though.

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

12/12/2017 1.17.0 > 1.18.0
-Updated for Beta 18
#4
8/30/2017 1.16.0 > 1.17.0
-Updated for Alpha 17
-Adjusted drug crate weight to reflect the new drug weights


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

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

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

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

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

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

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

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

Is this save game compatible? Or new game only?
This should work fine putting it in a already saved game. As it adds no core changes or anything that would cause a crash. Same thing for removing it just make sure you delete all the crates and benches, and steel plates and then you should be ok to save, remove the mod, and then relaunch with mod deactivated and back into the game just fine.
#5
Woo Alpha 16 time! Time to caravan all the things!


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


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

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

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


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

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

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

I know that "DV_BlackCloth" belongs to the Dye Vat mod. (See "Items_Resource_DyeVat_Stuff.xml") And I know that "MeatCrate" belongs to the Storage Crates mod.

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

Edit:

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

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

I know that "ElephantLeatherCrate" is defined in the files of the Storage Crates mod. But I am unsure whether "PlantStrawberry_Seed" relates to vanilla files or the Vegetable Garden mod. (There is a "PlantStrawberry" defined in VG's Cultivated_Plants.xml.)

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

If you get any hash collisions please report the message here (or to the other mod developer in the collision) so I (or they) can fix. If you contact the other mod developer please tell them to rename the conflicting <defName> or change the punctuation of the 1 or some of the letters to generate a new hash for the item. This should solve the issue for now until A17 or a hotfix.
#6
It has been awhile. Busy with life stuff then a major wildfire in the South East United States had me in a dire state for a time. Sorry for the delay.

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

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

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


11/27/2016 1.15.4 > 1.15.4a
-More ongoing updates to RU language support (thanks so much to Bugo, all their work 100%)
-Fixed market value typo ( from , to . and thanks to Vincent on steam comments for the find)
-Adjusted Freighter cargo values from Expensive to Normal to balance prices a little more
(Few reports came in that prices was too high, too easy to make tons of money, thanks for the feedback!)
-Added Steel Crate Plate breakdown recipe @ 0% loss for now
-Rename Packing/Unpacking Benches for better clarification (Names subject to further change)
Basic Packing Bench > Packing Bench
Basic Unpacking bench > Unpacking Bench
Basic Food Packing Bench > Consumables Packing Bench
Basic Food Unpacking Bench > Consumables Unpacking Bench
#7
Quote from: bewbaliciousrex on September 21, 2016, 01:57:16 PM
Quick question, is this compatible with Alpha 15b?
Due to the hash issues with modding and 15b, no. Only 15c and forward.

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

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

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

However, If i start adding in mod support patches instead for crates which can be activated independently, the crates of items from the mods would then be sell'able on the freighter(s) cause they are designed with crates in mind. I will check on this when I get to other mod support patches.
#8
After some feedback of trade not working on the steam mod comments section I got around to testing the trade of crates. Seems it was not working at all. I thought about what I could do and decided instead of editing the default traders to support crates I made entire new trade options in the form of Orbital Freighters.  The following freighters are added:

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

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

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

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

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

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

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

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

9/20/16 1.15.3a> 1.15.4
-Added various types of Freighters (Regular and Supply) for selling/buying crates (may need/get more balance)
-Added temporary icons for the resource menu in the top left
-Changed crate groups and parrent groups for better organized top left resource menu
-Added visual damage to the packing benches
-Changed packing benches to be moveable/uninstall/install so you can move them around
#9
This is a great way to utilize a less popular animal! Normally in my plays I avoid them cause it is just too risky to me since they explode and if one ever self tamed I usually sold it off ASAP or threw it in a pen far away. Now I will likely stockpile the things in a secure part of my base!

Outstanding work! Hope to see more mods in the future from you! :)
#10
Quote from: DarkSlayerEX on September 16, 2016, 09:46:41 AM
I had a thought about making the unpacking of crates autonomous... If you could find a way to make the packer and unpackers use "plates" as fuel, and have it only drain "fuel" as you craft the crates, you could then make the unpacking output only give the contents of the crate, and use assembly to increase the "fuel" in the machine accordingly. This should allow you to hopefully designate "do until you have x" for unpacking.
I will have to check into this sounds interesting.

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

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

9/16/16 1.15.3 > 1.15.3a
-Fixed Processed Meat being consumed before cooked Meals (evidently RawBad prefer is better than Meal??)
-Adjusted the remaining crate values to include the Steel Crate Plates (+60 Value)
#11
Released 1.15.3!
Specific meat crates are now fully removed. If you have previous saves with the specific meat crates please hold off on updating until you unpack them all. Don't potentially break your save!
Added in support for most of the bulk leather you will get and a recipe for those meat/veg cans so you can cook them into something you can eat. Cleaned up some of the unused graphics to tidy up.

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

9/11/16 1.15.2 > 1.15.3
-Removed Unpacking of Specific Meat Crates to finish migration to new meat packing method.
-Changed name Steel Plates > Steel Crate Plates (may change the name in future)
-Fixed Meat Cans being improperly allowed for Vegetarian consumption.
-Added Vegetable Meat Stew cooking recipe using meat/veg cans, two versions cook 1 or cook 5 (5 is more work efficient)
-Added leather crates for the following:
Deer,Pig,Cow,Turkey,Alpaca,Elk,Elephant,Megatherium,Timberwolf,ArticWolf,FennecFox,RedFox,ArticFox
-Added temporary placeholder texture for leather crates.
-Disabled Force Unpack for the time being.
-Removed Redundant unused graphics
#12
Quote from: Raccoon on September 06, 2016, 11:02:22 AM
I did not test it out yet, but there are Traders who sells / buys crates of stuff? (Maybe Stone/Wood) want to make a Factory. :>
Traders not looked into but I believe they should pick some up if they do Materials they should have them I think. I will need to check on the requirements for them to show up.

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

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

uh...I checked the github and I have not edited that line at all in that file so as far as I am aware it was not me. I do not assure it will work if you go editing things or download from modpacks that may/may not have edited the originals I release.
#13
Pushed out 1.15.2 to Steam Workshop and here.
I am not using Mega/Drive options for the time being as link tracking data shows 90%+ used Dropbox
I did add a direct download option for people who wanna get it now and prefer not to go through 2 links.

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

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

9/4/16 1.15.1a> 1.15.2
-Added recipe to butcher table to make Processed Meat (25 of Any Raw Meat > 25 Processed Meat)
-Added additional crates: Processed Meat
-Disable specific meat packing.
*NOTICE: The current plan is to remove specific meat type crates.
         Please prepair any savegames by unpacking any specific meat crates
         and merge to the new system by making and crateing the Processed Meat.
         Any feedback on this change please post on the forum. Thanks
#14
With the growing number of meat labels and all meat essentially so far being worth the same value ($2.70). I have made a change to the code to take all meat and render into Processed Meat at a butcher table (has all the same values as all raw meat does currently).

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

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

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

Any objections to this feature please reply and voice your thoughts on the matter.
#15
Quote from: Deimos Rast on September 01, 2016, 04:19:38 PM
one of us, one of us!
I have to give you credit, you're incredibly dedicated to fixing this.
That's the main reason I went out of my way to help, even though I have yet to use the mod (it's on The List though!).
I have to say, they need an "Enable all mods" feature, as clicking check marks 100+ times gets old fast. Or an enable "preset modlist."
;D

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

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

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