#Adding filters to storage

24 messages · Page 1 of 1 (latest)

sinful quarry
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Hello. I would like to add food rations to the villager’s big house storage so when they wake up every morning, they can just go to that storage of their house to get food instead of having a massive line at the food sellers that I have. I see the storage in the kitchen but am unsure if it’s possible to add this or how to. Any guidance would be greatly appreciated

atomic jacinth
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Hey Faulk - The variables you are looking for in the item are generally going to be APTownStorage and TownWarehouse where you can adjust the values of what can or can't be stored and the spoil speed.

I actually just peeled the mini fridge out of my chef's kiss mod because the food cellar has been a problem for years. If you want an entirely stripped down set of files to look at that are essentially duplicates of the food cellar, feel free to import this mod and it will be more obvious of what to change.

This thing can be built nearly anywhere and doesn't interfere with any other mod, so it might be more direct to just use it though 😄

https://steamcommunity.com/sharedfiles/filedetails/?id=3654625461

sinful quarry
atomic jacinth
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They should already be attached - but there's a huge amount of clutter with all the meshes involved in the big house. Using the search bar on the top left (in the building model) if you type "town" it should get you what you need. At that point, you'll have to mess around with a couple boxes to force "FoodRation" as the accepted type AND as the filter option for what shows up when you open the box itself.

Spoilage, concurrent access, etc are also things you'll want to look at changing unless you really like spoiled food. And if you do, I made a mod for that too 😂

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In my Chef's Kiss mod I stripped down the big house as well but found it simpler to just delete the original storage node entirely and add the mini fridge as a child actor lol

sinful quarry
atomic jacinth
keen chasm
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I wish there were a way to use multiple mistwarehouse components on multiple containers in a blueprint, if that makes sense
I created a stacked storage container mod,but you can only use the warehouse filter component once

sinful quarry
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I was able to add allowed category for food rations. I also saw the storage component, but when I clicked on the drop-down, it said none so I’m not really sure how to change it directly unless I have to add a complete new variable and set it up that way I’m not sure

I appreciate the links for the mods and I probably will end up using them, but I would like to figure this out also

atomic jacinth
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a lot of those variables don't seem to be directly used. you can see on the minifridge here the stuff I highlighted is essentially what you need to decide on for your taste.

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Normally you'd find Water in the "Disallowed Items" category but it's not essential. these variables lock in what can be stored in "Allowed Category Group" and I have only been able to figure out how to choose one category at a time with "None" giving access to anything at all. You CAN create a new category group as a Parent Category and use it to include others. That's to say new category "WompWomp" includes the groups "FoodRation" "Weapons" and "Armor" as children so that storage space can hold any of the above. It's kind of niche use.

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In the Warehouse portion whatever you choose here is what shows up when you open the storage container in-game to filter and choose what's available and allowed to be stored. Same rules apply as the other restriction groups

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any box with these particular settings essentially becomes a lunch box, it doesn't actually matter what kind of storage you use, as far as I know.

sinful quarry
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Thanks for the detailed guide. I’ll check this out later and report back.

atomic jacinth
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I asked this same question myself not all that long ago lol, happy to help as I can

sinful quarry
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I added the warehouse logic and set the volume, food rations allowed items, and spoil timer. Is just adding the warehouse logic enough to add the filters so I can make sure food is delivered every day?

keen chasm
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I Believe so, the warehouse logic has the Settlement job/delivery component.

keen chasm
# atomic jacinth In the Warehouse portion whatever you choose here is what shows up when you open...

It's a shame the filter system only works for entire categories, I created a themed storage mod where people can have individual themed items to store items like ingots, wood, logs etc
But you can't add the warehouse filter to it without adding the entire category of goods
For instance with ingots, you have to add the Resource category, but that means it adds all the resource items, not just the ingots
In theory I suppose you could create a new category called Ingots and reassign all ingots to it, then add that to the warehouse category, but I don't know what effect reassigning ingots to "Ingots" would have on other systems

sinful quarry
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[AssetLog] D:\BellwrightModkit\Game\Content\Mist\Props\TownBuilding\House\BigHouse\BigHouse.uasset: AMistTownStructure only supports one worksite max currently: 1
/Game/Mist/Props/TownBuilding/House/BigHouse/BigHouse Warnings logged while validating asset Convex hull generation produced zero convex particles, collision will fail for this primitive.
Some geometry is too small to be simulated and has been skipped.

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i guess i need to delete this

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nope thats not right. i have to figure out how to switch what its expecting in the townhouse to the warehouse i think

expected 1 UMistTownHouseComponent, found 0: 0[]

keen chasm
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Yea that's the issue I ran into, you can only have one, not two. I don't know if there's a way to override that somehow, but it's crazy how restrictive it is.

sinful quarry
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ugh balls. so i guess it comes back to (agin) making your own feature or bench instead of editing whats already there

atomic jacinth
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The "too small geometry" error is usually just a re-save for me and it's fine.

My solution to storage has been to use x100 mods, build smaller stations, and let my villagers deal with it after I set basic filters.

There's still a lot of features that will hopefully make it into game but in the meantime I've settled on brute force & ignorance to handle issues