RimWorld

RimWorld

Advanced Storage Filters
80 Comments
Skyalski 21 May @ 7:44am 
I would love see this mod on 1.5...
Derrick da Fox 2 Nov, 2023 @ 6:39am 
this was very confusing to use..
Merluca Kitsokami 28 Jun, 2023 @ 1:40am 
Hey there love your mod, makes it quite nice and easy to set up storage.
Any luck with the similar stack limiter?
That is the only thing missing to make it perfekt :D
pointfeev  [author] 15 Apr, 2023 @ 4:09pm 
@Player That's very odd, I've done a decent amount of testing within the Vanilla game and my very long-running ~400 mod save and this mod doesn't cause any considerable lag that the overwritten methods don't already cause themselves; you may be misreading if you're basing it off of Performance Analyzer.
Player 15 Apr, 2023 @ 12:22pm 
While I love this mod concept, this mod causes a huge amount of lag and tanks my fps even though I have no filters set up
pointfeev  [author] 16 Jan, 2023 @ 2:26am 
@Kexit yes it’ll work with Share the Load. I suggest going into Dubs Mods discord and just searching “better loading”, you’ll find many arguments.
Kexit 16 Jan, 2023 @ 12:24am 
Is Better Loading that bad because it isn't updated yet, or in general? Never heard something like that. Also, does your great mod work with Share the load?
pointfeev  [author] 5 Jan, 2023 @ 3:02pm 
@Galvenox Yeah personally my game kept getting stuck on Combat Extended, so I was equally as confused lol. Not quite sure why Harmony had such a fit about this, one would have assumed it would just error instead of cause infinite loading.
Galvenox 5 Jan, 2023 @ 2:31pm 
I'm sorry, I only mentioned that I don't use Better Loading because someone earlier said that they fixed their issue by disabling it, and RocketMan because my game kept getting stuck at that point, I mean there was Initializing, OgreStack thing and then RocketMan and it was just stuck on that, I only wanted to make it easier for you to possibly figure out the problem. it's all good I'm glad you were able to fix it
pointfeev  [author] 5 Jan, 2023 @ 2:09pm 
@Galvenox @Arendeth I figured out the issue, should be fixed in a minute, my bad! Sorry for the inconveniences! Regardless though, you probably shouldn't use Better Loading, it's notorious for breaking many mods. :)
pointfeev  [author] 5 Jan, 2023 @ 1:31pm 
@Galvenox Make sure Steam updated the mod for you by resubbing. Also, RocketMan and Better Loading have nothing to do with one another, so I'm not sure why you mentioned that.
Galvenox 5 Jan, 2023 @ 1:26pm 
I don't use Better Loading but it still gets stuck for me, but on RocketMan
pointfeev  [author] 4 Jan, 2023 @ 2:42pm 
@Arendeth Ah that's my bad, I'll have it fixed in a minute. :)
Arendeth 4 Jan, 2023 @ 2:20pm 
got it to load by turning off better loading but got inf amount of errors (listed by visual exception of over 1000 and rising ) on start menu https://hastebin.com/bulemazavo.properties
pointfeev  [author] 4 Jan, 2023 @ 2:24am 
@Arendeth Better Loading is notoriously broken, stop using it.
Arendeth 4 Jan, 2023 @ 2:20am 
current update since to cause loading to stale (to the point of being at 9 of 11 of loading steps fron better loading with no tip on the bottom)
pointfeev  [author] 3 Jan, 2023 @ 10:59am 
@晓山alre_shan Should be fixed now.
晓山alreShan 2 Jan, 2023 @ 9:55pm 
not sure why. I got this bug, GUI of storage setting is blank.
image link: https[deleteThis] :/snipboard.io/YC4D8k.jpg


hugslib log url:
https://gist.github.com/1e394719bb0ac90eab209ce5d5da1150
pointfeev  [author] 2 Jan, 2023 @ 6:34pm 
@Seffarias III Send the entire log.
晓山alreShan 1 Jan, 2023 @ 3:32am 
wow It's really great to see performance improvement. Awesome!

May Tynan bless my SINGLE THREAD RimWorld can run faster, or he optimize it (
Two 18 Dec, 2022 @ 9:16pm 
@pointfeev Oooh alright! I actually haven't even had a chance to play at all the last couple of days so I didn't even know. :p Thank you! :)
pointfeev  [author] 18 Dec, 2022 @ 4:39am 
@Outstounding Not sure if you had tested it or not, but turns out whilst testing out stack count limit implementations, I realized my linked storage fix didn't actually work; it 100% definitely will work now after this update lol, sorry! I realize now I foolishly tested only the UI elements for that previous update, as I misinterpreted what was being sent to the storage acceptance method (AllowedToAccept) for linked storage groups. :)
pointfeev  [author] 16 Dec, 2022 @ 7:29am 
@晓山alre_shan I've been working on that, it's just been hard to get working correctly :)
晓山alreShan 16 Dec, 2022 @ 7:13am 
As this mod so good contain lot of stockpile function:steamthumbsup:, but dont have [limit of dupilicate stacks].
Perhaps add this funcion as well. pls....?:happy_yeti:
pointfeev  [author] 15 Dec, 2022 @ 5:41am 
@Outstounding It should now work very well with linked storage, and I also expanded the Material Filter patch to be able to use extra filters as well since it was very easy to do in the process. Let me know if it doesn't work as expected. :)
Two 15 Dec, 2022 @ 1:00am 
No problem! :)
pointfeev  [author] 15 Dec, 2022 @ 12:58am 
@Outstounding Alright, I'll look into it :)
Two 15 Dec, 2022 @ 12:57am 
@pointfeev. Yeah. So, the container you edit will work as expected, but all linked containers will only copy the first filter.
pointfeev  [author] 15 Dec, 2022 @ 12:55am 
@Outstounding Is this issue only happening on linked containers? just trying to narrow it down
Two 15 Dec, 2022 @ 12:52am 
@pointfeev It seems to ignore any filters added to the first container beyond the main one. So, if the container I'm editing filters apparel, then I add another filter for weapons, all the linked containers seem to only see the apparel filter and ignore the weapons.
pointfeev  [author] 15 Dec, 2022 @ 12:47am 
@Outstounding I'd imagine it should, since it's connected to the filters themselves and not the containers. I tested it out and it seemed to be connected correctly in my current running save, what doesn't seem to work with it?
Two 15 Dec, 2022 @ 12:43am 
Hi! Does this work with the shelf linking feature of 1.4? It doesn't seem to from my messing around, but I wanted to double check and see if I was doing something wrong.
joriquo 2 Dec, 2022 @ 2:48am 
Wow this is a great mod i have plenty of moving and logic mods running with it and it still works great with little lag. great job sir and thank you.... this really should be 10* its soo useful
pointfeev  [author] 27 Nov, 2022 @ 3:18am 
I've just pushed an update that should massively improve and stabilize the logic of Next-In-Priority filters, and that should improve the overall performance of the mod in the process. I've also added a per-extra-filter stack size limit; this only works for base extra filters (meaning not NIPFs nor the original filter, latter for save compatibility). That latter feature took me HOURS of combined programming and testing to get working as best as possible, so I hope you find it useful! I worked on a per-extra-filter stack count limit as well for many more hours, but failed mostly at getting it stable, so I've decided to postpone that feature for now. There are of course a few more improvements in this update too; see change notes. :)

(see below comment)
pointfeev  [author] 27 Nov, 2022 @ 3:18am 
This update changes all of the logic quite a bit, and even though I've done quite a lot of testing with the mod on its own AND with the mod combined with others such as Common Sense, Material Filter, PUAH, PUAH+, I can't account for everything; so please do let me know of any issues! :)
pointfeev  [author] 25 Nov, 2022 @ 8:49am 
@Reianor and/or anyone else interested; I've just added support/compatibility with Material Filter (along with a few other changes/fixes); both this mod's button and Material Filter's button will be resized and relocated slightly so they're both fully visible and clickable. :)
Evo2084 11 Nov, 2022 @ 2:49am 
Would like to se an filter for capacity of things. like Granades ore something. That ammount of stored things can be controlled
pointfeev  [author] 28 Sep, 2022 @ 1:44pm 
@Zades #PFC I use all except for Stockpile Stack Limit, you can see everything I use here if you're curious further.
Zades #PFC 28 Sep, 2022 @ 9:13am 
I'm also experiencing the same thing as the previously reported users where its using a lot of call per update, I haven't dig too much into it since I'm running a modlist of over 450 right now. You said you've also used a large mod list and face no issues, out of curiosity do you have the following mods (these are the other storage mods that I can see might conflict with yours)?

Pick up and haul
LWN's Deep Storage
OgreStack
Stackpile Stack Limit
pointfeev  [author] 22 Jul, 2022 @ 12:18pm 
@trexxet I doubt it; read a few comments back where I explain the performance of this mod. Unless you have any errors to report, then it's highly unlikely this mod is causing your performance issues. You should keep in mind that it's possible for Performance Analyzer to say my patch is very costly, but the fault lies on another mod that perhaps also patches the same method or methods down the line.
trexxet 21 Jul, 2022 @ 3:44pm 
ugh, looks like this mod is causing massive lags, with ~2700 calls per update and up to 360ms
pointfeev  [author] 9 Jun, 2022 @ 11:03pm 
@Memmorath @Pearific Sorry for how long it took me to reply! That certainly sounds like a useful feature, and I definitely may look into it sometime. I'm still working on trying to perfect the prioritizing filters, and that may tie in well with those. :)
PearificPear 13 May, 2022 @ 9:26am 
@Memmorath Would be a great feature!
Memmo 9 Apr, 2022 @ 7:50am 
Does this mod allow the user to specify an amount of item to store in a storage unit? That is, with deep storage, if I have a fridge with 10 storage slots available to me, can I essentially assign 3 slots for beer, 3 slots for meals, 3 slots for herbal medicine and 1 slot for whatever? The current behaviour is of course that the colonists will will the available slots with whatever they have access to at the moment.
ZzZombo 11 Feb, 2022 @ 8:12pm 
Fixed, thank you!
pointfeev  [author] 7 Feb, 2022 @ 8:56am 
@ZzZombo Pushed an update that should fix it, please tell me if not! :)
pointfeev  [author] 7 Feb, 2022 @ 8:44am 
@ZzZombo I'm guessing you're talking about the settings of a mod adding a thing filter config window, which happens to be on the main menu outside of a loaded game? That's probably why this error would occur, as there shouldn't normally be one of those windows outside of a loaded game, so I'll look into it. :)
ZzZombo 7 Feb, 2022 @ 1:45am 
Hi! I have a problem with customizing the buildings storage settings of the Deep Storage mod: https://pastebin.com/QaquR1e4 . The place where you can change what items the storage accepts and other stuff.

I don't think accessing map data is a good idea when you haven't loaded a game yet.
Arcimbaldo 18 Nov, 2021 @ 12:25pm 
I didn't, I'm afraid. Ended up just disabling it and moving on. I did have a very busy load order, so it's quite possible it was some sort of compatibility issue, or perhaps something else breaking and having knock-on effects.
pointfeev  [author] 15 Nov, 2021 @ 8:02pm 
@Arcimbaldo There doesn't seem to be any reason this mod would cause such a massive performance issue for you, especially if you haven't used any of its features.

Performance Analyzer reads an average ms of less than 1ms even while running on speed 4 for the method "StorageFilters.HarmonyPatches.AllowedToAcceptThing", which is the only method that should be running during ticks. The only reason that method even takes that long (though 1ms is not long at all) is because of the vanilla RimWorld code that it replaces.

Better yet, vanilla RimWorld code is all that would be running in that patch if you haven't used any mod features, thus the mod shouldn't at all cause a change in performance in your case.

Did you ever end up figuring this issue out, because in my tests it performs just fine in my 323-mod save?