-
Notifications
You must be signed in to change notification settings - Fork 36
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Cold Storage / Fully Digital Storage System #612
Comments
state of the PoC
|
A alternative to my previous Ideas would be to:
other notes:
|
Updated handling to prevent dupe issues when moving items
I did a lot of testing and have to conclude now that I don't see a way on how i Could make that new system work with Advanced IO / Pawn Logic. Background: |
removed Belts use of patch changed Storage Patches to be conditional added Cold Storage Building
resolved some doulble call issues slightly improved the stacking
Todo:
QOL:
|
On the Item Limit topic:
I really like this Idea but i think its best to implement it at a later time in a separate Issue.
When introducing addon buildings this enables so much more points to balance at |
For the Price: For the Research: General: |
fixed issue with exposing ThingOwner
Idea:
Make the DSU more digital by among other things not having the items Spawned.
Benefits
Patch_FloatMenuMakerMap_ChoicesAtFor
prevents prioritizing repairs on a storage unit #606Challenges
Issues / Open Points
The way storage is setup in PRF we use the same base call for the actual DSU and the low tier storage.
If we switch to this kind of a system that what should happen to the other crates?
if we want to actually implement this system then we might need to remove them.
This depends on whether i can make the pawns interact with the storage building as if it was a normal one (with acceptable performance)
In any case DS exists and could be use a replacement for those crates
The text was updated successfully, but these errors were encountered: