Warehousing Mod


Store all the things! Warehousing provides high capacity storage buildings, including logistic network versions.

Content
11 days ago
0.14 - 2.0
205K
Storage

g Why the recipe change?

a month ago

I never ever build/produce iron chests. Won't start now, so I'll have to fork.

What I don't understand is, why? I don't see why you saw a need to change the recipe to something you don't need for anything (frankly, you get to steel so fast… at least in vanilla).

a month ago
(updated a month ago)

+1

(dont fix it, if it isnt broken)

iron chests is imho a really bad choice, please reconsider it - sticks are there since you usually have trains.

Also concrete for logistic warehouses seems weird, since you need the building foundation for normal warehouses already, the logistic ones only add some computers.

a month ago

So, firstly, it was kinda broken ...
You could unlock warehouses without having iron-sticks, and then you're stuck, and the feel of iron sticks always felt bad

We also decided to rebalance things for our mod's 1.0.0 release, since it's pretty stable now

Lore wise:
Warehouses need some sort of shelving to support the many many items stored, so think of the chests that are used to create the shelving for all the items (and gives you an excuse to automate iron chests).

As for the extra concrete and advanced circuits used in the logistics versions, there's got to be at last a smoother floor for the logistics stuff to happen better inside the warehouses as well as the electronic goodies inside the warehouse to run.

That being said .. why are iron chests a bad choice for this and what would you add (considering iron sticks may not be unlocked)?

a month ago
(updated a month ago)

Did you change the weird looking research dependencies?

dgw
a month ago

Did you change the weird looking research dependencies?

I, for one, don't know what this means. But it doesn't sound especially related to the original thread topic.

a month ago

I have no problems with iron chests, unless you are having steel chests in your mall or something, which would be weird for me. But if you did that, it's easy to make half a belt with iron chests or so. No I think this recipe change is a good one, infact it would be worse to force steel chests on us instead

a month ago

Did you change the weird looking research dependencies?

I, for one, don't know what this means. But it doesn't sound especially related to the original thread topic.

Why would I mean you specifically?

dgw
a month ago

Did you change the weird looking research dependencies?

I, for one, don't know what this means. But it doesn't sound especially related to the original thread topic.

Why would I mean you specifically?

I'm the one who did the code implementation for this recipe overhaul, including the tweaks to research requirements.

More importantly, why are you resistant to explaining what you meant by "weird looking research dependencies"? Even Anoyomouse couldn't answer without knowing what those are to you.

a month ago

My only problem with the change is no warning. Other than that, works for me.

a month ago
(updated a month ago)

Is the research for green science a dependency now?
And the research for logistical storage 1 has robot frame as a dependency research which needs blue science but it itself doesn't need that.

dgw
a month ago
(updated a month ago)

Oh, booooo. The point of Robotics as a prerequisite for logistic warehouses 1 is that you need passive/storage logistic chests to make the buildings. Those items have the same problem as iron sticks did: multiple techs grant the recipes (at least Construction Robotics and Logistic Robotics).

I can't promise to fix this one immediately, but we will look into it. Edit: issue created. https://github.com/Warehousing/Warehousing/issues/112

a month ago

Ooohhh, booooooo, why did i bother typing, you dont seem to care.

dgw
a month ago

Ooohhh, booooooo, why did i bother typing, you dont seem to care.

The whole Warehousing team has been discussing what to do about research prerequisites. We simply aren't ready to release an update that changes Robotics yet.

My "Oh, booooo" was directed at the game and how its research tree changed for 2.0, not at you.

30 days ago
(updated 30 days ago)

i would like a setting to build warehouses in space, just an option to turn it on or off, it might not be intended but it was interesting to use.
0.6.0 is now broken and wont start, so using the old version is not an option anymore.

0.176 Loading mod Warehousing 0.6.0 (data.lua) 0.187 Error Util.cpp:81: Failed to load mod "Warehousing": __Warehousing__/prototypes/item.lua:17: attempt to index global 'item_sounds' (a nil value) stack traceback: __Warehousing__/prototypes/item.lua:17: in main chunk [C]: in function 'require' __Warehousing__/data.lua:6: in main chunk ------------- Error ------------- Failed to load mod "Warehousing": __Warehousing__/prototypes/item.lua:17: attempt to index global 'item_sounds' (a nil value) stack traceback: __Warehousing__/prototypes/item.lua:17: in main chunk [C]: in function 'require' __Warehousing__/data.lua:6: in main chunk ---------------------------------

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