Mods / Purposeful Storage
- Tags:
- Author:
- SONZINA
- Side:
- Both
- Created:
- Jun 12th 2025 at 10:36 AM
- Last modified:
- Jul 26th at 3:36 PM
- Downloads:
- 290184
-
Latest release (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):
purposefulstorage_2.1.0.zip 1-click install
Tired of stuffing everything into chests and trunks?
Wish you could organize your items in a more visual and intuitive way?
With this mod you can!
Features
- Various clothing containers, to display your pants, hats, shirts, boots etc. such as Wardrobes or Hat Racks.
- Various weapon storage options, to display your weapons stacked and neat, such as Spear Racks or Sword Pedestals.
- Various miscellaneous storage, for various other items, such as Gear Racks, Glider Racks or Tuning Cylinder Racks.
- Resource storage, such as Resource Bins or Rope Racks.
- And many more...
Confused? Just hover over a block in your inventory to see what kinds of items it can hold.
This mod is in very early development, so feel free to suggest new storage ideas!
If you want to contact me or see more info about the mod plans, reach out on the VS Discord channel, or DM me: @sonzina.
Unintentional things can happen and you might lose your stuff.
Compatibility & Extras
Compatible with: Combat Overhaul: Armory (+ other mods).
Built-in: Texture variations.
If you like this mod, check out Food Shelves:
I've made adding compatibility an extremely easy process - it's just a JSON patch, that even ChatGPT can write if you give it an example.
There are 2 "folders" of interest if you want to add compatibility for your mod: purposefulstorage/config/restrictions and purposefulstorage/config/transformations.
Whitelisting
Whitelisting is allowing your item (presumably, spears or some type of clothing) to be placeable in my containers. You'll need a JSON patch to add your itemcodes to the appropriate JSON file.
The restrictions file has 4 "options" - most of the time only 2 are visible: "CollectibleTypes", "CollectibleCodes", and "GroupingCodes" (the last one is ONLY for the Resource Bin) as well as the "BlacklistedCodes" - this one is for ease of use.
- CollectibleTypes: These are the Block Class Names that the item has. (e.g.,
"game:BlockBarrel"will whitelist all vanilla and modded barrels). This option is generally discouraged. - CollectibleCodes: These are the itemcodes of the items themselves. This is usually what you'll be patching.
- GroupingCodes: Itemcodes grouped into separate segments, used only by the Resource Bin for positioning and "choosing" the rendering method it's used. DO NOTE that if you notice a whitelist for a block uses these GroupingCodes, the patch MUST be on both server and client. So if you have "side": "server" in your patch, delete it!
- BlacklistedCodes: If you have a lot of items - enough to use a wildcard ( * ) in your patch, but only certain items shouldn't go inside, use this. For example, if a specific clothing like shoes-* catch everything you need, but you want to restrict shoes-flipflops from the whitelist, put it in the Blacklist. This way you don't need to write 99 shoes itemcodes, just so you could avoid the flipflops from being allowed inside. Example in purposefulstorage/config/restrictions/clothes/shoulderware.json.
Example patch:
[
{
"file": "purposefulstorage:config/restrictions/clothes/footware.json", // target this file
"op": "addmerge", "path": "/CollectibleCodes", "side": "server", // append value server-side
"value": [ // values that will be added
"game:clothes-someshirt-shoulder-*"
],
"dependsOn": [ { "modid": "your-mod-id-here" } ] // mod that activates the patch
}
]
This example adds "some shirt" from "Your Mod ID Here" mod to the footware whitelist (which for example Shoe Rack uses). You can find more examples in the purposefulstorage/patches folder.
Modifying the position of the items
Your item might be misaligned, too small or too big. In the purposefulstorage/config/transformations folder, there are files that add specific transformations for placed items.
For example, to rotate all Cheese blocks by 45 degrees without affecting other items:
{
"*cheese-*": { "origin": { "x": 0.5, "y": 0, "z": 0.5 }, "rotation": { "x": 0, "y": 45, "z": 0 } }
}
Hopefully this helped! Feel free to reach out for further assistance.
You can directly edit the whitelist files inside the mod to add your own items. Keep in mind that these changes will be overwritten whenever the mod updates.
Open the zipped file: purposefulstorage/config/restrictions
Note: Editing files inside a ZIP is sometimes not possible. Extract the file first, edit it, then put it back in the ZIP.
Each JSON file represents a container. Find the container you want to modify and add your itemcodes to the "CollectibleCodes" section.
Example:
[
{
"CollectibleCodes": [
"yourmod:exampleitem",
"yourmod:anotheritem"
]
}
]
Save the file and restart the game.
Finding Itemcodes: Go to Settings > Interface > Enable Dev Mode. Click the new "Dev" tab > enable Extended Item Debug Info. In your world, hover over the item to see its code.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.1.0 | purposefulstorage | 13090 | Jul 26th at 3:16 PM | purposefulstorage_2.1.0.zip | 1-click install | ||
|
New Content:
Changes:
-- Cattails and Papyrus don't have appropriate textures or shapes to fit inside nicely, so they're not going to be allowed.
Fixes:
Other:
| |||||||
| 2.0.1 | purposefulstorage | 50681 | May 27th at 9:01 AM | purposefulstorage_2.0.1.zip | 1-click install | ||
|
Changes:
-- You might be able to place something you shouldn't inside, so report if you think that's the case!
Fixes:
| |||||||
| 2.0.0 | purposefulstorage | 20058 | May 16th at 6:02 PM | purposefulstorage_2.0.0.zip | 1-click install | ||
|
! Warning – Major Overhaul – Incompatible with Previous Versions !
Loading this update on a world that used versions below 2.0.0 will break all placed Purposeful Storage blocks or make them function improperly!
If you're already playing with v1.5.1 or earlier, do not update unless you're starting a new world, or wipe all PurposefulStorage blocks from your current one!
Please note: There's a lot of behavioral changes done to the mod, so you may encounter bugs that weren't present before - report if you find any!
Featuring a refactor of the mod, with 88 total file changes / +3056 additions / -1203 deletions
Codebase:
-- Some side-effects of these might be present, if you think something is wrong, report!
New Content:
Changes:
-- There might be some issues with Maltiez's Armory spears when it updates, since i can't update the positioning patches.
-- This in turn means that you cannot put anything in front of the wardrobe itself anymore.
-- Confirmed working with Geology Additions!
-- There might be some clipping issues on the sides and back of the Bin, depending on what item you put in, but for now deal with it :D
-- It dries a bit faster than in the tool rack, and displays drying progress!
Fixes:
Other:
| |||||||
| 1.5.1 | purposefulstorage | 96901 | Nov 9th 2025 at 12:02 PM | purposefulstorage_1.5.1.zip | 1-click install | ||
|
Changes:
Fixes:
| |||||||
| 1.5.0 | purposefulstorage | 19038 | Oct 31st 2025 at 6:16 PM | purposefulstorage_1.5.0.zip | 1-click install | ||
|
New Content:
Changes:
Fixes:
Other:
| |||||||
| 1.4.1 | purposefulstorage | 51409 | Aug 3rd 2025 at 7:08 PM | purposefulstorage_1.4.1.zip | 1-click install | ||
|
Changes:
Fixes:
| |||||||
| 1.4.0 | purposefulstorage | 291 | Aug 2nd 2025 at 10:08 AM | purposefulstorage_1.4.0.zip | 1-click install | ||
|
Warning! This version is incompatible with game version 1.20!
However, if you're upgrading your previous world and game from version 1.20 to 1.21, it will work.
Codebase:
New Content:
Changes:
-- Shift to add items (+ctrl for stack), no shift to take items (+ctrl for stack) - same as the crate interactions.
Fixes:
| |||||||
| 1.3.0 | purposefulstorage | 27341 | Jun 29th 2025 at 4:02 PM | purposefulstorage_1.3.0.zip | 1-click install | ||
|
New Content:
Changes:
Other:
| |||||||
| 1.2.0 | purposefulstorage | 7336 | Jun 17th 2025 at 3:23 PM | purposefulstorage_1.2.0.zip | 1-click install | ||
|
New Content:
Changes:
Fixes:
| |||||||
| 1.1.0 | purposefulstorage | 1220 | Jun 15th 2025 at 6:25 PM | purposefulstorage_1.1.0.zip | 1-click install | ||
|
New Content:
Fixes:
| |||||||
| 1.0.1 | purposefulstorage | 2338 | Jun 12th 2025 at 5:22 PM | purposefulstorage_1.0.1.zip | 1-click install | ||
|
Fixes:
| |||||||
| 1.0.0 | purposefulstorage | 453 | Jun 12th 2025 at 10:37 AM | purposefulstorage_1.0.0.zip | 1-click install | ||
|
Initial public release. | |||||||




Spear Rack Walnut seems to be only crafting the default variant, not sure if this was overlooked or not
any way we could maybe see something to store capes and ponchos in?
If they can't be stored in the Wardrobe, then I'm afraid not.
Hi ! I can't seems to find the rope rack, is it still in the mod ?
Can you check which version of the mod you have?
Rope Racks and Cloth Racks are implemented in the newest, 2.1.0 version of the mod.
Case closed, I was on 2.0.1. Thanks for the answer !
Even with proper ice cooling, and veggies and eggs put on their proper baskets inside, the cooling cabinet provides less preservation for them than vanilla storage vessels. What's the point of them besides being able to show off pies and crocks? They really need a buff to compete otherwise it's just aesthetics in lieu of lower shelf life.
I'll have to check on my end, i'm pretty sure they should last more than the vessels.
Btw the coolers are from Food Shelves but it's fine since i know people mix up the two pretty often :)
Ough, my bad! Wrong mod to comment about this issue! 😭 But yes, upon checking, cabinets with cut ice preserve my carrots (inside a basket, with the door closed and waiting for item description to cycle) for 4.1 years, the same as my storage vessels do, whereas if the cut ice gets melted (or removed) it goes down to 3.3 years!
Hmm well that's weird.
I just checked on my end, in creative. In a cellar it's 1st May (7 degrees Celsius), and i'm getting 1 year freshness on carrots taken from creative mode, when placed in Storage Vessels.
Inside a basket, on the Cooling Cabinet, when it's closed, i'm also getting 1 year on those same carrots (so absolutely the same as the Storage Vessels, when the cabinet is not cooled down).
However, when i cool the cabinet down with ice, i'm getting 2.5 years on those carrots.
This would be an even bigger gap for fruit, because Storage Vessels have a freshness buff for vegetables, not fruit - and that's when the Cooling Cabinet is going to be even more powerful.
I'd say i guess check if your mod is up-to-date and if your config is not messed up. The GlobalPerishMultiplier's default value is 1.000, CooledBuff is 0.300, and IceMeltRate (which is irrelevant btw) is 1.000. GlobalBlockBuffs should be checked (on) ofc.
If everything is in order, i guess you can try and only turn on Food Shelves with no other mods enabled, hop into a new world completely, and make a small cellar in creative and do some testing. If everything is aligning with what i'm describing, it's most likely another mod that's interfering with mine.
I'm having an issue where if the cooler is closed it provides less preservation value than leaving the ice tray open.
Have you messed with the config options?
This looks like the CooledBuff is modified and actually made to give less perish buff than it should...
Thank you I changed the 0.300 to 1.000 thinking it'll increase the cooling affect. Went back to default mode in mod settings and now it's working.
For people looking for Vanilla Armory compatibility, there is a list of codes that looks like working, if something isn't blame Dario Amodei and look for codes youself. There are position problems with plaques
"axe": [
"vanillaarmory:axe-bearded-*",
"vanillaarmory:axe-double-*",
"vanillaarmory:axe-bardiche-*",
"vanillaarmory:axe-battle-*"
],
"blade": [
"vanillaarmory:blade-gladius-*",
"vanillaarmory:blade-sabre-*",
"vanillaarmory:blade-arming-*",
"vanillaarmory:blade-claymore-*"
],
"club": [
"vanillaarmory:club-spiked-*",
"vanillaarmory:club-warhammer-*",
"vanillaarmory:club-flanged-*",
"vanillaarmory:club-morningstar-*"
],
"knife": [
"vanillaarmory:knife-khanjar-*",
"vanillaarmory:knife-stiletto-*",
"vanillaarmory:knife-baselard-*",
"vanillaarmory:knife-dagger-*"
],
"spear": [
"vanillaarmory:spear-boar-*",
"vanillaarmory:spear-fork-*",
"vanillaarmory:spear-voulge-*",
"vanillaarmory:spear-ranseur-*"
],
"buckler": [
"vanillaarmory:buckler-*"
]
}
Might be a dumb question, since I cannot figure it out: What's the difference between this mod and Shelf Obsessed?
This mod has various storage options, like the Wardrobe or the Weapon Rack.
Shelf Obsessed just has a single "bookshelf"-type block that allows a decent amount of items to be placed onto it, afaik at least.
I'm obsessed with this mod, I literally can't play the game without it. I updated my game and unfortunately the mod isn't working/showing up, I have 1.22.3.
I'm glad you like the mod!
I'm not sure what to tell you other than if it's not showing up it's definitely not installed properly.
Did you use 1-click install option? If yes - try to install it manually. Download the mod and place the entire thing in your %appdata%/VintagestoryData/Mods/ folder.
Is it possible to make it so all the metal bits (tin bronze, iron bits) can go into Resource Bin not just the nuggets
Probably, will note it for consideration for the next patch.
Thank you I love you
Add this line to assets/purposefulstorage/config/transformations/resources/resourcebin.json
Don't forget to put comma before
"game:metalbit-*": { "translation": { "x": 0, "y": 0.16, "z": 0 }, "scaleXYZ": { "x": 1.4, "y": 1.2, "z": 1.2 } }
Add this line to assets/purposefulstorage/config/restrictions/resources/resourcebin.json
"nugget" is already there. Add "*:metalbit-*" under it.
Emblem of star light isnt visible in the showcase for emblems.
Is that vanilla? Will check it on my end and fix it for the next patch.
I guess? Better ruins shouldnt add items beside schematics...
I seem to remember there being a backpack hook, once upon a time. Was there? Could we have it back? If there wasn't, could we have one? Pretty please?
Backback hook wasn't ever in either of my mods, you might think of a "single shelf" from Storage Options mod, or Shelf Obsessed's ability to have backbacks placed on some of the shelves, or even Blush and Bins' backpack hook (at least i think it has one?).
I want to have a more universal storage solution for some bigger stuff, like backpacks, so i'll definitely figure something out - however I won't do it anytime soon since i have IRL responsibilities to take care of and I'm unable to mod for some time.
Heya SONZINA,
I was messing with the Resource Bin, and it's very cool that I can put dry grass in there, but could you update the mod so we can also put cattails in there as well? I would love to have a little display of all the cattails I've collected as I've started using the Resource Bin like a more decorative Crate, idk, just a thought!
It's been on my to-do list pretty much when i released the last patch, however i just didn't find the time to develop FS and PS yet. It will definitely come though, but be patient :)
Is there a way to delete unwanted stuff like sword pedestals?
You'll have to go to your mods folder, then in the purposeful storage, assets, go to blocktypes/ folder, and then find all the block .json files you want to disable, and add "enabled": false, to the top (with the comma!).
Example would be:
{
"enabled": false,
"code": "belthooks",
"class": "PurposefulStorage.BlockPSContainer",
"entityclass": "PurposefulStorage.BEBeltHooks",
(...)
}
If you've modified a JSON file before, you'll be good. This is the easier option and disappears with updates of course - a bit more complicated option would be to create a JSON patch (for this you'd need a bit of modding experience, you don't need any code), and target the appropriate blocks, and add the "enabled": false to those json files.
There's no config option for that and never will be.
Can I do all of this for food shelves as well?
Yes, of course. There are some unimplemented blocks in foodshelves, and they already have the "enabled": false. This will essentially remove all "references" to that block.
A little side note though, the recipes will definitely throw errors, since they don't really have a "resulting block" since it's disabled. This won't pose an issue for your world, it will just throw errors during world load, but if they're annoying you you'll need to add "enabled": false, to the recipes of the blocks you've disabled as well.
they're located in "recipes/grid/"
Thank you so much!
You're welcome :)
Hi, armor stands seem to desync and DC the person interacting with them, we have the combat overhaul fork, is the fix as simple as renaming the compatability folder or whatever to 'combatoverhaulfork' if that's a thing?
(this happened about a week or 2 ago and we stopped trying to use armor stands)
Hello, the Armor Stands are vanilla. If you have a problem with them, I would suggest turning off all mods first, testing, and then if the issue still persists report the bug to the game devs.
I don't modify it in any way.
(A coat rack or something would be nice for jackets/coats and hats)
Is that a thing that has a hood on the model? Yeah those don't play nice with the cabinet, i thought i blacklisted all of them, but i guess not lol.
I adore all of these storage options in this mod! I feel like the resource bin should be considerably larger tho, like at least the size of a single chest, if not a double one. There should be an incentive to use specialized storage beyond the look. The ability to configure these sizes would be nice, with server play in mind.
To some extent i agree, however i personally think the vanilla storage options are just too effective. It almost feels like minecraft at times with the insane amount of storage their containers have - you just plop down a few trunks and you're good to go for the entire playthough, and I don't think the developers intended that, and i don't plan to either.
I love Vintage Story because it creates an incentive to take up more physical space for your builds - a forge for your weapons and armor, a farm for food, multiple cellars for storing that food, a dedicated cellar or room for processing food, etc. And with more interactive mods you can even make a separate, dedicated room for processing other stuff like cloth for example. With all that your 'house' isn't just a house anymore, it's a full-blown base, and you feel like you've built something extraordinary, since in minecraft i just build a 6x6 house, and it's good to go for the entire game, which is boring af.
I usually balance my storage options around that, and not the vanilla options, because again - having a trunk that has like what - 24 slots? that's just wild to me, but i get it because vanilla pretty much only has chests and storage vessels as storage options, so it's fine for now. The devs in my eyes are trying to add more visual storage containers, like with their recent introduction of cabinets in 1.22, and those are also not-at-all storage efficient, but they just look so good.
With me adding visual storage, I want to further encourage the player to take up more space, and build even more specialized rooms for storage, like a "Resource Bin" room for random resources, or a bedroom / wardrobe room for clothing, or even an armory room for your used weapons and armor. Also, i'd like to keep it more-less "realistic", because i don't think a single crate or a trunk should physically be able to hold that much stuff if you think about it - but again, it's alright for now since there are limited storage options in vanilla, and it makes sense to make them as useful as possible without actually feeling like it's breaking balance.
Adding insane amounts of space, like vanilla currently has, just breaks that "immersion" for me, however I do know that i shouldn't just do my thing and do what I want, because i need to actually balance it around vanilla just a bit more (regarding space), so my containers aren't completely useless.
For Food Shelves - my containers had perish / drying / curing and other buffs that are genuinely useful aside from the visual storage options it offers, so people don't usually ask me for configs (at least not as often) simply because - in their mind - they're trading storage space for other buffs. Unfortunately i don't have those buffs for this mod since this mod isn't about food, and most items don't "transition" to other stuff (besides drying a bow stave on a weapon rack).
It's why I generally try to make my containers as visually appealing as possible, because it looks good, fits the game and it's just boring to stuff everything in chests, but in return cut I down on some of that insane space vanilla storage containers offer, just to make a little bit better experience for myself, and other players who agree with me.
As for adding configuration, I've held off on it since it's a really tricky thing to do. For example - I have containers, like the Resource Bin, that just renders "some" stuff, and just pushes content upwards, so configuring if it has 8 stacks of items or 16 stacks is not that much of a problem, however how will i configure for example the Cooling Cabinet? It always has physical items appearing inside of it, so "configuring" it would be essentially impossible to do visually - and if i have to account for that, it becomes a coding nightmare.
I do try to fulfill as much requests from the community as possible, but some things just aren't worth it, or just very much don't align with how i see my mods. But other times, while some of the requests do make sense - they just require a lot of work that i just don't think it's worth the work considering i do this in my free time and don't get paid for it ofc.
Sorry I ranted a bit, but hopefully this cleared out some things on why the containers are configured in such a way.
Thank you for the thoughtful reply. I do understand. What prompted this comment was a clay run a friend and I did. Between the two of us we brought back enough to almost fill a double chest, which will last not as long as you think with the brick making we're up to. With the amount of other clay we'll be getting, 10-15 bins for just clay is... more than we planned for. :D
There is definitely an appeal and merit to your way of thinking, I'll agree. For configuration, I would differentiate "piles" or "bulk" types of storage, where visual compression makes sense, vs something like the cooling cabinet. There are some things in the game hoarders are just going to get very large amounts of!
The main reason I ask for configuration is up until now I've managed to avoid contributing to the plague of "Mod for balancing patches for my server" mods on the moddb. In order for players to get the "plug and play" experiences I understand why people do it, but I try my very best to avoid it. Tunable knobs are the best way to help me avoid it.
Again, thank you for the thoughtful response.
Config is definitely going to come at some point, don't worry! But not anytime soon haha :)
Hi, I'm creating a tannery on my world, is any stock can hold all leather crafting steps?
If not, can I suggest to add one in the same style of the blanket one that could work for hides and leather?
Currently there isn't such a storage option, but eventually there will be.
I'm on a short break and will probably develop other mods for a while rather than add content to this one.
Do resource bins accept clay? since crates do (or bricks for example)
They do in the newest patch, released today :)
I love this mod. A couple of suggestions for things to add to the list for "can go in bins" would be charcoal and the new contaminated coal, it's all that's keeping my forgeworks from looking nice at this point :D
I think having a few of the powders go in the bins would be a great idea too! Like crushed lime or borax for example.
Yeah, the coal being placeable is a pretty nice suggestion, and would fit the theme of it. Will probably add it next patch! Might even allow some more stuff in.
Ishaname The powders i'm not so sure about, I'll have to change the rendering method for that since there will definitely be texturing issues, and i mostly want to have the Resource Bin store non-powdery stuff. I'll see what to do about that.
Is it just a matter of adding a few attributes to the JSON to support bins? Then I could also add compatibility with Expanded Matter's powders and pigments for the bins. (Or not, as you said you don't want powders to go into them. Maybe there could be metal bins for that?)
It is just a matter of adding a few itemcodes to my whitelist config json, but if you do that the powder will literally just "be placed", like the powder shape will be placed and rotated/translated etc. and not look good. That's why i said I'll need a different rendering method, to fix those issues. But still idk if I'll allow it, since then people will want to put stuff like flour/grain inside, and that's a road i don't want to go on for this mod.
Understood, and that's fair. And less work for me :)
I've decided to add powdery stuff inside, you can check if your mod isn't already supported since the whitelist is pretty lax. If you need to add stuff onto it, there's a short tutorial under the 2 spoiler sections in the description.
I'm sorry, as it seems you're getting an awful lot of requests, but is it possible to add clay to the list of things that can go into a bin?
I'll have to think on that. If i place it inside and it visually looks fine, then alright, but it's most likely going to need the changes in the rendering method i mentioned above for powdery-like things.
Understandable if that's the case. Thanks for considering it though!
I've decided to implement your request, clay is now allowed inside the Resource Bin :)
That is above and beyond. Thank you very much! You and your mods are awesome!
Sorry, another request. Was there a reason thatch/straw was not added? Seems it would be an obvious one as original was dry grass storage and thatch is similar. SONZINA Sorry, also any type of compost/fertilizer/manure would be nice.
Will check it out and possibly add it. For the compost/fertilizer/manure same as above - most likely will need a new rendering method, so i'll have to consider it.
Oh yaye! I'm so excited this has updated, thank you so much for your hard work! ☺️
Amazing and thanks. I now have a home for my pants again!
Thank you for the update!! Been waiting for this so patiently <3
Deidara3386 umm JoanHell Handbananasplit Hattis Ishaname EruTheTeapot Tuuli Thank you for the kind words!
<3
You are perfect and lovely thank you for the hard work o7
Holy update
Love the Grass Bin changes
Hey thanks for the update! I was looking to see if it had been updated only hours before. I took a break for a bit and when I returned it was updated. Immaculate timing my friend!
Yes! Thank you so much for taking the time to update the mod! It's one of my must haves 😍
Awesome. Thanks for all of your hard work.
Thank you for updating, love your mods! they bring so much extra flavor to my house
Awesome, thank you for the update!
Deidara3386 I know it can be somewhat frustrating until the mods you play with update, but posting such comments is not gonna make it get done any faster :D
SoggyHotdog Will upload the update in a couple of minutes actually!
i know your right man but thx YOU ARE THE BEST thx for you hard work to make this two beautiful mod i know you are not a machine thank you again <3
please i reaaaaally need this mod for return to the game
Please notify me when 1.22.0 - 1.22.2 comes out, cant wait 😁
MiniRo I haven't forgotten about your request about allowing the weapons to swap orientation - however there's a technical challenge there. When the weapons are rotated, they mostly get "offset" a lot, and don't really "stay" on the rack itself. I can't really fix this unless i write a specific transformation to be applied to each weapon separately - which would require me to rotate each weapon, and then figure out the "transformations" it needs to stay on the rack properly. It's a very nice suggestion, but unfortunately due to technical stuff i'll have to reject it :c
MattyK Currently i'm still in the process of updating the code itself and cleaning up the mod, but I'll most likely utilize some of those methods the vanilla cabinets use! If not for this update, then maybe the next one?
I figured that i'll be removing the blanket rack and the pants rack, but i was not prepared to be greeted with a semi-disappointing amount of items you can place in the vanilla cabinets (like - you can fold shirts, but can't fold pants??) So for those they will stay as-is, but in the future i might do something with it, or i might not. The system (and the cabinets) they have in place is very flexible, it just needs a bit more attention and development.
And for that reason itself - I might just wait for the devs to potentially add more stuff you can place on the cabinets before doing my own solution to this "issue".
Looking forward to the 1.22 update! Are you using the new sub block decoration method that came with cabinets to allow greater flexibility with your storage options?
TRexTheHunter You're most likely using game version 1.22, which this mod isn't updated for yet.
They are, indeed. `IContainedMeshSource` was added in VSSurvivalMod v 1.22.0-pre.1.
I havent seen anyone posting some serverlogs, but for those interested, thats what Im getting so far.
Thanks!
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception thrown when attempting to retrieve all types of the assembly PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Unable to load one or more of the requested types.
Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at System.Reflection.RuntimeModule.GetDefinedTypes()
at System.Reflection.RuntimeModule.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 651
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 312
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 651
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 312
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 651
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 312
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 651
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 312
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 651
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 312
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
4.5.2026 11:03:21 [Server Error] [purposefulstorage] Exception: Method 'GenMesh' in type 'PurposefulStorage.BasePSContainer' from assembly 'PurposefulStorage, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.InstantiateModSystems(EnumAppSide side) in VintagestoryLib\Common\API\ModContainer.cs:line 651
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 312
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
SONZINA take the break you need, just know that you'll working on it is good enough, i can wait
SONZINA The modding world is cutthroat, and creators know this better than anyone. Whenever a major update drops, the delicate balance between developers, modders, and players is pushed to the limit. Fortunately, reliable modders who treat the community with respect usually earn some well-deserved patience. Take your break—those of us who truly value your work want you to recharge. We’re here for the long haul, and we want you to be here too.
SONZINA do take your time and be sure to rest! i'm sure i speak for most of the community when i say burnout is real and the mod can wait (: it's worth it!
galaxytraversal I've just finished Food Shelves update yesterday, so i'm going on a short break since it took a lot out of me. I can't tell you for sure when the update for this one's gonna come, except that it's definitely not going to come in the next ~8 days.
i know it takes time, and im not in any way rushing you whatsoever, but is there any updates on the mod update? i love this mod honestly im amazed at what some of yall modders be doing with vs, its truly transforming. all of this modding makes me wanna mod lol and ion even know code or nothing like that. my favorite part of this mod specifically is the sound the cabinets make after you open them XD
IAmMoss Some blocks will be "re-coded", and some of them will appear normal but not work.
Some examples are - the Ceiling Jar was recoded, and will now show as a white block with a red question mark (a "missing" block).
Pie Shelf has been "re-done", and will properly show up in-game, but since it's been changed internally it's going to be broken forever, but visually appear fine. Simply breaking and re-placing the block will not fix the issues it will have.
These 2 are relatively "harmless" issues, but I have no idea what other stuff can happen - nothing good for sure.
SONZINA im sorry i misunderstood the previous comments and answers. I assumed the 1.21 version of the mod was crashing for others by itself. a world loads on my end with both enabled. i will be sure to get rid of everything. Out of curiosity, do you know what would happen if updated the mod to the 1.22 version before wiping? would it cause a crash/ corruption, or would it delete all items inside purposeful storage blocks?
IAmMoss Hmm depends? Does the mod even load, without crashing, on 1.22? If it does, then just wipe everything from your world, i described the process in the Food Shelves mod comments, basically just remove everything mod-related from your world, then disable the mod, then load your world (with the mod disabled), and then just wait for the update. The main point is that you shouldn't have anything from both Purposeful Storage or Food Shelves on your 1.22 world when you update.
so i need to downgrade my game version back to 1.21 and remove all purposeful storage/ food shelves items so my main world doesnt break?
Sideofsalsa Nope! You can safely start a new world without both this mod and Food Shelves, and if you decide to add them later (when they update of course), it won't be an issue.
Question if we would be starting a new world would adding the mod in later after your hard work is completed cause issues?
merryclefairy sebajunee Yes, you should turn off the mods for 1.22 version - Food Shelves will be updated first soon, then Purposeful Storage sometime after that.
I recommend not using the mods at all simply because i think it's just plain easier to be patient than to wipe the mod or start over :)
The mod wipe will be mandatory if you plan to "upgrade" your 1.21 world to 1.22, so if you're planning on doing that, you need to remove all content from this mod on your current world, or just start a new world.
merryclefairy I was actually just checking around the mod pages and just saw a comment from the author/maintainer for Food Shelves and, sadly, anyone who wants to install the updated version of it for 1.22 stable will have to give a full mod wipe/new world creation for such a thing ): pretty sure that's what the author had stated a day or two ago if you'd want to go see those comments for yourself. Hope this helped somewhat even if it's not what you wanted to hear probably T~T
sorry, by no means am i asking you to rush, the update was just a few days ago if less than that - i was just wondering if this and food shelves are safe to keep using in a new world in the 1.22 version? or should i turn the mods off for now and add them when you've updated? i know they added new shelving so i was wondering about how thata impacts your mods :thinky: regardles- thank you for these mod for the time i used them, and i hope they'll be even better in the new version!! no rush once again bc i know it's a lot of work. appreciating you
Fair, good luck with 1.22!
iodide That's what the screenshots are for :p but i will consider adding a list of items in the description since i'm planning to decorate it a little bit once i release the 1.22 versions, although i wouldn't count on it.
herbemoji Currently no, but i'll see what I can do about it when i get to implementing more content. For now i'm still focusing on 1.22 update.
Great mod, loving all the times I've used it. Just discovered the gear rack and I love how it looks!
Is there some kind of ingot storage I'm overlooking? I'm in the bronze age, migrating to the iron age, and my workshop floor is such a mess of 4 ingots here, 5 ingots there, etc. How do people store their ingots?
Thanks Sonzina. Thing is that I don't really want to have to download the mod to know what's in it, y'know? I think using spoiler accordions you can prevent polluting the description and those become your keywords anyways (users will find your mod based on searching for the item). Anyways, completely minor stuff so just sharing my experience here and maybe how others might think.
PoalaBear I'm not sure.. Are you on game version 1.22? If so, the mod hasn't been updated yet and such issues can happen.
iodide Honestly true - i should probably add keywords, thanks for the suggestion! As for the item list, i'm not really keen on polluting the description any more than i have to, if you need to find the items in-game just type mod:purposeful in the handbook and it will list everything.
Just minor feedback thought you might consider. I was searching for a closet mod for storing clothing, and when I search "closet", I don't return anything, including this mod. Given this mod has a closet feature, it might be a good idea to add a keywords list in a spoiler accordion so that people searching for that specific feature get a hit on your mod.To me it makes sense if I was looking for a mod to add closets to the game I'd find this.
Additionally, it'd be nice to see a full list of items that your mod has. The pics are nice and all but it'd be nice to know every option (unless there's some external link I'm missing).
heya i love ur mod, just wondering, before i could display gliders on a mount but not its not working? ;-; im wondering what could be the cause of it, as other things like the schematic rack are still working
JosephStalingrad For plates nope, although you can pretty nicely stack them on the ground, i'm not sure i'll have a storage block for them either.
is there anything for plate storage because I want something nice to put my plates in
CrusadingPriest Thanks! :) As for the compatibility, I'm sorry but it's too much for me to handle each and every mod - i only support vanilla and Maltiez's mods since those are the ones i personally play with.
However, there's a patch on the ModDB that expands the compatibility by allowing (and properly positioning) weapons from some other mods, but i'm unsure if there's those you listed included in it - you can check, i think it's called Purposeful Storage weapon patches or something.
Verlia Thanks :) 1.22 Update will most likely come sometime in mid-late April.
Love your storage mod so much! I want those storages for 1.22 so bad, it's so much more organized and pretty when I use your beautiful things! ;~;
I love your mods! Absolutly love all of the work and creativity that went into the design. Keep up the great work.
PS - Any chance you'll be adding other weapon mods to the pedestal. Like Swordz or Kanakaku's (Not Only) Spears.
SalazarWindriver Ah you mean like a storage for them to tuck them away, not actually display the images you put on it. Yeah, i'll check their shape and see what i can do. No promises though - but will note it for consideration.
SONZINA it should be possible. There is a mod called Rackable Plates that allows plates to be stored in the mold rack. The storage code looks "easy". But I don't understand the transformation code.
Dhiox I'm abandoning Purposeful Storage and it won't be updated to 1.22 (ᶦ'ᵐ ˡʸᶦⁿᵍ)
SalazarWindriver I'm not sure if i can even do that lol
Also, a suggestion for a painting/tapestry rack. a lot of art but not enough space to put all of it up at once.
No crashes, but none of the objects added by this mod are appearing in new test world I created for 1.22, will have to be updated for it to be used
SalazarWindriver Planned, but idk when i'll get to implementing it
Any chance of adding storage for cloth, twine, and leather? something like a barrel or shelf where you can place bolts of cloth or leather? that and a place for twine and yarn. I'm using something that requires Wool & More, so I have collections of colored fleece, woolen twine, flax twine, regular and woolen cloth in all various colors that don't stack well with others.
You do make a good point. Id guess the armour stands are entities because you can "pose" the arms with a wrench (or so I think)
But yer, the work you have already made is amazing and we are using on my server :D
Nyklone I was considering it and still am, however do note that there might very well be a reason why the armor stands are an 'entity' compared to a stationary 'block'. My guess is that it makes it a lot easier to code in... So it might not be very 'possible' to implement, or at the very least would be pretty hard to. I'll see when i get to it
Properly not the right place to ask. But I would LOVE an alternative to Armour stands... or the ability to nail them to the ground so they dont move
RemX5 Thanks!
Unfortunately i have no idea why that happens - and it only happens to a very small handful of people. I cannot replicate the issue myself and as such cannot really fix it. I'm also not sure if it's vanilla at fault or my mod, or if it's the graphical settings, GPU drivers, game version etc. I can only suggest asking if someone has fixed it on the VS Discord :/
Hey, so I LOVE your mods! however there seems to be an issue with your textures at the moment? All the oak items are becoming buggy and the surfaces almost reflective before the texture vanishes at cirtain angles. The Pine is starting to do it too. Is this a known thing or is there something I need to adjust? I'm using the most recent game version 1.21.6.
MiniRo Thanks! And it's a nice suggestion, and i think can be implemented without me banging my head too much lol. Will note it for when i come back :)
Hey just posting to tel you know I love this mod! Can't wait for a future update when you return from haitus because one handed weapon racks will be an absolute godsend! Can't wait to show off all my nice Combat Overhaul Armory weapons haha.
This is a bit of a strange suggestion maybe for a future feature, but do you think you'd ever add a feature that allowed you to swap the direction a weapon is facing on the rack? So for example if you had several longswords or great swords you could alternate the direction of the weapon handle if that makes sense?
Maoman Thanks :)
Props for keeping up with comments on your mods even while on hiatus, most modders just vanish for extended periods of time.
FatherComstock I know, it's planned but i'm on a hiatus right now, so no new content until 1.22 releases, possibly longer.
Othman I'm not sure what that means, i don't modify baskets in anyway so probably not.
Does this make placed baskets have inventory?
Needs more weapon storage and display options. Standing weapon racks, one handed wall racks and shield wall mounts.
Hypnoshadow Trust me, I don't know either why they're an entity. I'm guessing it was easier to code it that way, or there's a specific reason it was done like that? Idk. Anyways, it's planned - but when i'll get to implement it i have no idea. And if there really is a specific reason it was done that way, it might not be very doable but we'll see.
SONZINA there is one thing that i would love for this mod that is missing from it,proper armor display stands,the vanilla ones are so hard to place,move around as you log in and clip into each other,would you be open to making a static,placible block version?,i never understood why the armor stand in vanilla is a damn physics object
SONZINA not a problem at all, i do like your 1x1x1 bin better than their 1x2x1 bin, and it's made that way to be able to convert loose stone > gravel > sand. I just made the suggestion in the event there was some kind of coding you could look at in their backend that might be useful. I don't know anything about this kind of stuff, i just saw another mod that had a similar feature that might be useful for inspiration or help in the backend. But, if the idea is to just copy the "Grass Bin" and then make it able to hold, grass/nuggets/reeds/small stones/etc and just lock it to be "[resource] Bin" after you place the first item in it, I guess like how crates work (idk, i've never used them), that's cool too.
Elderon The Stone Quarry mod has some nice stuff, but i'll keep to my original idea - to make the "Grass Bin" into a "Resource Bin" for smaller stuff like the loose stones.
MiniKarma It will eventually make it in the mod in one way or another, it's just that I took a long break from modding, which is still the case. Don't really have much motivation to work on it ngl.
No pressure, but it could be nice if there was also compat for like, the shoulder gear slot? I got many brooches and capes and right now, they're stuck in a chest as none of the stands or racks seems to take them in. If no I understand, it is already very detailed as it is. Thank you!
AstralDragon SONZINA you could always look into the way that the Stone Quarry mod works. They have 2x1 storage bins for stone/gravel/sand that can hold a whole bunch of it, but you would need one for each kind granite/slate/basalt/etc, with little buttons on the side to remove blocks back out by the single or stack. it can be a good solution for the time being for storage, and a useful inspiration for how the code on the backend is done, if you were looking to make something similar Sonzina as a 1x1 block for just the small loose stones.
AstralDragon The "Grass Bin" was planned for such stuff - dry grass, stones, ore chunks and ore nuggets, possibly sticks etc.. However just never got around to doing it, since each one of them needs to be more-less hand placed and it's very draining.
High density rock storage solutions would be cool if not already in this mod- something me and my group are struggling with while we don't want to throw them out for convience of crafting dry fences etc.
ok
wael6 Not the purpose of this mod. However if anyone else is willing to create such a mod and add functionality to this one, they're free to do so
it'd be cool if scroll racks somehow made it so you don't need to use the scroll placed on it in recipes where its required in a certain radius, or maybe an easier way to do it would be in conjonctions with that one mod called crafting bench
Cryoflair If it can't fit, i've not whitelisted it for one reason or another. There was more clothing blocks planned but I'm on hiatus and just never got to implementing them.
dangerousb I was planning to upgrade it to add more slots to the block itself so you could place everything on the Saddle Rack, but never got to it since i went on hiatus. When I come back i will implement it :)
I'm a huge fan of this mod (and food shelves)! I was trying to build stables for my mounts and I love the saddle rack for that but I'm bummed that I can't hang or store the bridles similarly. Would it be possible to add a hook to hang bridles from or something similar? I'd love to have an area where I can store all my tack using your storage options
Can't place ponchos in wardrobes, is there another block specifically for ponchos? I feel like I'm missing something.
FatherSarge Yup, it's a new block so a new whitelist is added. New entries will need to be added in purposefulstorage/config/restrictions/weapons/spearrack.json
SONZINA
Any idea why the spears+ spears will go into the wall long weapon rack but not the newer spear racks? Does razgriz need to modify the compat he added?
Ayah Planned already, however i'm on a long break so I'm gonna continue working on my mods when i return from said break. Currently, i'm only supporting gamebreaking bugs.
Would it be possible to have specfic storage for cloth, thread, etc? Perhaps something like the blanket shelf, but for rolls of cloth. Maybe somethng like bobbin management in real life, but for threads, etc?
Yeah, this screenshot is in a server with both of them enabled. It could be another mod that messes with this one since we are pretty heavily modded. It does not happen with only those enabled, I'll try to see if I can find exactly which one it could be
Kida_Mei A variant? Yeah, possible. I'll note it for consideration when i come back from the hiatus :)
DrMonkfish Some of the spears don't quite fit well, but the screenshot you showed i'm pretty sure those spears should fit well. Does this happen with only purposeful storage and combat overhaul + armory enabled?
Cryoflair It's planned :) Will get to it when i come back from hiatus!
Could we please get vertical / horizontal racks for arrows? A nice rack would look so much better than a pile on the floor or a chest.
https://imgur.com/a/spear-jrgxfLX
It seems that spears dont sit very well on the rack.
Absolutely adore this mod, it makes storing things more fun than just stuffing them in a crate or a chest and makes them part of the decor, which I love!
Would it be possible to have a version OR add the capability for the medallion racks to hang on a wall, similar to the butterfly case? I love the medallion rack but I always find I tend to have way more room on my walls than on my counters, and if I put it too high up on a shelf I can no longer see the beautiful medallions and pins! 😭
SONZINA Is it possible for you to add armor storage to this? I love how compact these furniture items are and it's perfect for an armory that needs to hold alot of gear.
Cobra_007 For armor storage, not really. The Hat rack supports the bear helmets, but other than that, none.
HI! What options other than manikin are there for armor storage?
SONZINA
Thanks, hope the hiatus goes well!
MEHTOJIKA Maybe in the far future, but I'm on hiatus right now so don't expect any updates expect the necessary ones.
Hello! Will there be a separate storage for bracelets/bracers in future?
TestTub3 From this mod or Food Shelves? I've heard about it on discord, but unfortunately i cannot replicate the issue so i cannot fix regardless.
Some of the inventory icons in this mod are blank/invisable and when the item is placed it has a slightly seethrough texture to them if your looking at it from certain angles in the latest game version
Tetsune I left it so you can't carry them on your back since it doesn't make much sense, but you can edit it yourself, it's pretty easy - you can open the carryon.json patch in patches/ folder (within purposeful storage) and add the `back: {}` to the ones you want to carry on your back - there's currently only `hands: {}` in it for some blocks. If you're unsure, you can always ask in discord or ask some AI to help you with it. Cheers.
There's a couple of storage options (Cabinets, specifically) that I would love to be able to carry on my back with Carry On. Most of them can be carried, but not put on my back. Is there a way to have that option?
greatorder It's noted, will come if I return to active modding :)
I realise you're on hiatus right now, but if you come back one thing I'd love to see is some sort of stick storage.
SONZINA I've been having issues storing the falx, maybe I'm coming at it from the wrong angle. Will try again.
IICubeII Possibly. No new content or updates in the future though, for now both my mods are on indefinite hiatus.
Onesilverkey From vanilla - the falx, blackguard and forlorn swords. Only built-in mod support is for Combat Overhaul: Armory, from which you can place pretty much any sword.
What items are viable inside the sword pedastal?
How about a standing coat rack to hold a few winter coats! A wall hanger could be cool too, with like 2-4 slots on each?
Feycat What spears are you trying to put in? Since you said no combat mods i'm guessing the spears are vanilla. On my end, they're being placed with only right click just fine.
ZeroAresIV If you mean the new weapons that the mod adds, nope, the weapons won't be able to be placed in the containers. There has to be compatibility made for them, and I'd kindly ask the other mod dev to do that since I cannot be bothered to do compatibility for every combat mod out there - that and both my mods are on hiatus.
Does this work with Combat Reworked?
Nope, not using any combat mods.
Feycat I'm guessing you're using Combat Overhaul. I forgot which keys you have to hold down to place stuff in, it's like ctrl+alt or shift+alt or something like that.
How in the world do I put spears on the spear rack?
Filvandrel Yeah, the "visual variant" i was referring to, is basically a block that has the exact same mechanics as another block, just visually looks different :) Will consider it, but no promises. When i come to a point where i'm satisfied with the amount of storage i have in this mod, i might start making a furniture mod of sorts, or just continue to upgrade this one with content like that, i'll see.
SONZINA I didn't mean it like a visual variant, more like a block that looked like a cupboard/cabinet, that you could place on the ground or wall, that had a solid top which you could use to put planters or ground storable items on, but when you click on it it would open its doors and function like a chest, with GUI. It would be nice to have it display items inside visually or something like that. It doesn't have to use equally the same item slot ammount like chest, it could have like 4 for example, so it would be easier to display them. But it would be nice to have some sort of a container that you could also put jugs etc. on top of. But if you don't like the idea that's fine, i understand :)
Tels Thanks :) As for the cupboards/stackable chests, It's definitely a nice idea - I'll see if it'll make into this mod though, i'm pretty against UI storage not gonna lie, but of course i'm not gonna stretch it just to not include it at all costs. Will see, priority comes with other specific storage though. Thanks for the suggestion!
Kjeldar Will consider it, if I implement something like this, won't be anytime soon though, sorry, but thanks for the suggestion!
Filvandrel I've thought of something like that, but i'm not sure if I'll put stuff like that (basically just visual variants of other blocks) into this mod, or a separate mod, more focused on furniture like chairs, tables, cupboards etc. Thanks for the suggestion though!
Phyrian I'm glad the small update was worth it :) I don't have much time nor motivation to mod, so I've pushed out something small to address those annoying spears. The bowstaves suggestion is legit, and will allow them in the next update!
SONZINA Thanks a lot for the spear position fix! I just started decorating my smithy and came across that bug and two days later it's fixed! 😄 Unfortunately, I also just found that you cannot put Raw bowstaves (not sure about dry ones either) on Weapon Racks - would it be possible to make that happen so I can dry my bows in style?
SONZINA Yes, but instead of a slot for the crock, it would open and function like a normal chest. Thanks! :D
hello
I'd like to see ceiling-mounted cabinets (like in bars) and alike, so one doesn't have to chisel a weird looking support for the superb cabinets
And thank you for that great mod! Seems Salty also was inspired by it to work on storage for VS 🧡
SONZINA What Filvandrel said, but I would envision it more like a small cupboard. So you can stack them and it doesn't look silly like when you stack chests on top of each other.
P1nkOblivion I'm not sure how a pallet would help that, not gonna lie. You'd have the exact same visual organization, the only difference being that the contents are slightly moved upwards, sorry but won't do it, i just don't see the point.
Filvandrel So like a Table w/ Shelf from Food Shelves? Hmmm, possibly - but no promises!
Hey, love your mods! :D
I have small suggestion: would it be possible to add a block that funcions like a chest but has solid upper face? Like something simillar to Qptech's cabinets, that you could open and store stuff inside, but also put bowls etc. on top of it?
It would be a really good addition :D
I would actually love something like what Permarin1 had suggested. I quite often wish I could better organize ingots or firewood instead of just leaving it on the ground.
Permarin1 Hello! Sorry but i think this is so niche, especially for a mechanic that already exists in the game which is ground storage behavior. I don't see how a pallet would change this behavior, or improve it, especially since it would require items to be pretty flat-shaped, like boards (and only boards??) to be properly placed on the pallets.
Good evning (or whenever you read this) SONZINA
i was wondering if possible, could you add a pallet block, be it 1x1 / 1x2 / 2x2 to compact storage a bit more?
i love the dynamic storage on the ground. but i also value slightly more sophisticated ways to do the same thing for longer play/progression.
Imgur IRL pallets with items on.
Imgur game base storage
something like the above picture, i would love a pallet block that would allow stacking for as tall as i wanted it to go. like the plank storage on ground, just keeps going up and up. but feels more tidy and civilized if stacked on pallets, and keeps the dynamic storage.
and, example, the 1x1 pallet uses copper nails to store the same number of planks/ingots as vanilla ground storage, but unlocks height stacking of rocks and sticks (but isnt limited to those) as opposed to crate storage where visuals are lacking.
the 1x2 could be either bronze nails or iron nails, and will give you more efficient storage (takes up 2 blocks, but gives you more item storage across those 2 blocks for planks/ingots/stone ++ than vanilla lets you in 1 block space)
and then the 2x2 pallet, this one could take iron, or steel. and again similar to the above, it would further increase the storage efficiency of 1 block, but requires 4 blocks to be occupied.
and for possible balance stuff (in addition to nails to craft) could limit the height each pallet allows items to stack, before needing you to craft a new pallet (which can be stacked atop eachother)
and the biggest reason im asking you this is simply. i love the look and feel of what you have in the mod from before, and would love the same style for the pallets!
SONZINA - Woo hoo! Can't wait to see what you come up with.
DrBubba Yes, more weapon displays will definitely come, and even some of them more-less what you've linked :) This was a long-due update for some fixes and compat stuff, but i managed to squeeze 2 new blocks in this update. I have some work ahead of me to kind of split off some coding logic, and after that it's gonna be a lot more content focused. And thanks!
SONZINA, as usual, LOVE the content you're adding!
I wanted to plug this post in the hopes that it might spur some storage item ideas for you to consider! The original post has a link, but a few posts down I linked off to some other examples that would be amazing. Thanks for your hard work and whether you add any of them or not, your work is highly appreciated!
SONZINA The best! thx for an update!
Siffrin0 The patches are on my side, but the bigger problem is that those mods don't follow the vanilla convention of naming things. What i mean by that is vanilla has {domain}:schematic-{somethingsomething}, and i have a wildcard that the item just has to contain *:schematic-* in the itemcode, but these mods don't have it, they named it how they like and the whitelist fails. For Draconis, i'll add it since i don't think the mod will add something more, but the Forgotten Armoury mods come out every now and then with the new variation of the armor, so they'd have to keep it compatible on their side since I can't really update it on my side as frequently. Please ask them to add compat on their side, it's a simple json patch and I have a small tutorial on the bottom of the description of this mod.
Beenellope Thanks :)
Arlight- I thought I was doing something wrong lol. I love this mod so much and appreciate all the great decor storage so far!
Do you think you could add support for the Forgotten Armoury and Draconis schematics for the schematic rack or does this need to be done on their end?
Beenellope Mod is still in early development despite being out for a while, i just couldn't mod for a long time 'cause i had no time to do so. Even now I don't have much free time but slowly coming back to modding. There's not a block that hold bridles yet.
I love the medallion shelf and I think the saddle stand is cool but is there something that can hold bridles? I feel like there should be one- and I just cant find it?
SneccTheSnake Yeah thought about it, and most likely it's going to be "attached" to a wall or placed upright like you said. Main problem are some belts have "loose ends" that clip through a lot, so i'll see when i get to it. Fortunately exam season will be over for me in about a week so relatively soon will get to it.
Hail friend, Was thinking of ways to store belts without things looking too ugly due to the wildly varying shapes. What of a standing belt rack? Good chance you've thought of it already but hey sometimes the simpliest answer is the right one. It would have to be one bar due to possible clipping but its better than being stuck in a chest
Juraf Ah, javelins. The main problem with them is that they're just enough shorter to not be able to fit on the rack (at least the last time i checked), so unfortunately can't do that. If you really want them, you could create a patch to allow them in, i have a short guide at the bottom of the description.
ThirtySix Yes, the estoc was an oversight on my part. I will allow it when i can get some time to mod and update this mod.
a bit weird only the falx can be plased in the sword pedestal and not the forlorn hope estoc
Sorry, I know you sort of already addressed this, but the javelins from combat overhaul: armory don't work on the weapon rack. They're a bit shorter than the spear, but I think they would fit nicely on the rack. (Mostly I'd just really like to store my multiple javelins on the rack instead of up against a wall). Would this be something that you would add, or that I would ask @Maltiez about?
Phyrian I'll have to update that tooltip, thanks!
They are? Sorry then, I haven't tried since the tooltip only says upperbody clothes and shoes
Phyrian Pants are already allowed in the wardrobe.. Maybe not all of them / modded ones. Making a custom wardrobe that just has the bottom side for pants is going to bloat the mod IMO, so sorry but can't do it.
Really nice mod, but would it be possible to allow more clothing pieces in wardrobes, like pants? Or make it possible to replace one side of bottom part with a half-sized pant rack?
RedWolf Hmm, perhaps it's an oversight on my end for the Nadiyan ones. As for other clothing mods, I'd encourage the compatibility be done on their side, since if i continue doing compatibilities there'd be no end to it.
Echokiller92 Vanilla ones - just the falx and ruined claymore (i need to allow the forlorn sword as well). From Combat Overhaul: Armory - Most swords. There won't be any support for any other weapon mods other than Combat Overhaul and its addons.
Sabastian I'm guessing this question was meant for Food Shelves - the freezer is already compatible with Primitive Survival meats - but of course they need to be raw as well. Floral zones fruit and berries perhaps sometime in the future.
can you make the freezer and cooler compatable with primitive survive meats and and floral zones fruit and berrys?
What swords can be placed in the sword pedestal?
I just also noticed that the Nadiyan bracelets (from the default game) do not have a storage option on your glove racks. So maybe a patch is needed for those.
Do you plan to add compatability for "Salt and Sands" bracelts?
Grynte You're most likely not aware of it, but you can type in `mod: Purposeful` or any other mod in the handbook, and it will display everything from that mod - similarly to how minecraft handles `@purposeful`. All blocks have a small tooltip when you hover over them with your cursor, and they display what items can go onto them. Eg. medallion rack displays "Display your medallions and pins!" or something along those lines, I forgot lol.
neto I'll check why when I return to modding more actively. Right now I'm more-less on hiatus.
SONZINA The aristocrat mantle fits in the wardrobe, but the malefactor cloak doesn't, at least for me
It would be great if you added a survival handbook article telling you all the different blocks the mod adds (had a hard time finding them all by searching random words) and possibly what they each store
Tumor If a seashell display block would come, it would most definitely go onto the medallion rack. It seems too specific for it to just hold seashells.
neto There could be some clothing items I've missed, or I forgot for what reason they can't go into the Wardrobe. I'll see when I have a bit more time to mod except the bare essential support. I'm glad you love the mod :)
RedWolf NERD_NATO The shapes of belts is very inconsistent, and it's quite hard to create a block that the belts won't clip through. That's the main reason there isn't any belt storage yet. Will come eventually (hopefully).
NERD_NATO
They go on the glove rack.
Hey, is there some option for bracelet storage? I can't seem to find one. I also second the belt storage request, all the storage options in this mod are amazing and I'd love to see a belt option!
is there any chance you can add a storage for belts? your mod appears to cover everything else. awsome mod btw
@sonzina Maybe I have been overlooking something, but I am struggling to store my malefactor cloak, or the aristocrat mantle also fits in this category.
I've seen coat racks under unusable clutter in the handbook and figured that would be a good idea
I love your mod by the way, and thanks for your reply :)
I wish there was some sort of storage/display for seashell collection, maybe a medalion rack would work, but with 6 slots it would be better
neto What do you mean by "Coat Rack"? What do you need to store that the Wardrobe doesn't support?
I'd love the addition of a coat rack
Xordaii The "Grass Bin" is mostly a placeholder for now, I've called it the grass bin since it can only hold grass, but I plan to expand on it in the future. As for holding blocks - I'm not too sure I'll go that far, but I'll consider it. I mostly envisioned it as some kind of a Resource Bin that you could place ore bits, grass, sticks and generally resources like those.
Thank you for the mod!
Is it possible to make a dirt bin like the grass bin? I have WAY too much dirt.
BoredEngineer greatorder :)
Mountainmanmad Most of the weapons can be stored on the Weapon Rack, however some smaller ones (like falx or some swords) or longer ones (like pikes) are too short / long to be placed there.
El_Neuman Will note it for the future update, thanks!
Tell you what, it's been nice cramming my small bedroom with items like these. Makes it nice and cosy.
Second translation from me, thanks for the mod!))
Gumbyohson That worked, thank you! Although It only worked for the spear and not the Javelin. I thought the racks were compatible with Combat Overhaul: Armory?
Mountainmanmad Hold ALT then rightclick the rack slot if using a weapon that has a right click action.
I can't seem to store weapons onto the weapon rack. I'm trying to store a copper Javelin. Am I doing something wrong?
This is an amazing mod that adds so much to the game, both in function and in "immersion" and aestetics!
Tumor I'm glad you like it! :)
Very nice mod! I'm a big fan of the gear rack. With this mod, I can finally show off my entire collection of looted goods from the ruins.
Bloodwood It will come eventually, as i've said before the belt shapes are very inconsistent so it's hard to make them not clip. The shelf behind the blanket shelf is the Pants Rack.
I Would love to see a rack for belt items! There are several ive found that I'd like to display. And whats the shelf on the left behind the blanket shelf?
The_Revisionist In the Weapon Rack - it's normal since it's too short to fit there. On the sword pedestal it's an oversight on my part. Will note it for whitelisting for the next update (whenever it comes).
Is it normal that the blackguard shortsword can't be stored in the sword pedastal nor on the weapon rack?
AzuliBluespots Try the new 1.21.1-rc1 release. The 1.21 had some bug with the new wildcard recipe system. It should work properly now I think.
Chubz Can't do that, making the item play an animation when on a block would mean i'd need to have a looped async function refreshing its rotation. I have no idea how this affects performance and would rather not go down that route.
BlueFuryDragon It works for 1.21. You can download it and use it fine. Don't worry about it saying "for testers".
Updating soon?
Temporal gears placed on a gear rack should rotate, because its Shivering, yet somehow sturdy. Seems to endlessly turn a constant level of inertia, even when resisted.
Say, all the storage options end up being made of "wood" instead of each wood type variant, right?
The mod doesn't seem to like the Floral Zones mod wood types, spams a lot of stuff in the log like this, for each wood type:
all good i get that
TheCrazyKid Doesn't the Firearms mod already have a storage option for them? 2 of them to be exact? Anyways yes there will be more storage options for firearms and weapons generally but I have no time to mod right now and all time i have is focused on Food Shelves.
how about make some for the guns mod https://mods.vintagestory.at/firearms and https://mods.vintagestory.at/show/mod/22278 so we can put gun on your racks you make for it please thank you
Jenpai I'm very busy in the next month and won't be able to mod for a while. Please request compatibility to be done on their side.
TagMail I'm not sure what you meant by that - If the question is "Will you add the Necklace stand and Saddle Rack among other changes/fixes to 1.20.12?" - then no. Only updating the mod for 1.21 now.
you will add the 1.21 feature for the 1.20.12 for wait the 1.21 stable and use the new feature on server ?
Would be it possible to get clothing support for some of these clothing mods?
Charlotte's Clothes
American Frontiersman: Western Wear
Dressed to Kill
YokoVR The problem is not the look of the block, the problem is that the scarfs are very long, and they kinda clip through everything i'd make. I think i allowed them in the wardrobe, i'm not sure, but anyways all clothing items that currently don't have a "place" in this mod will have it eventually, i just gotta figure out how.
@sonzina why not just make like a storage block thats just the upper half of a armor stand like only the Head and the upper shoulders part, lets you put the scarf on alongside 1 hat and 1 face accesory
would that work?
I am a fool! I didn't realize there was an update! 😍
Valkyrja Did you download the newest release - 1.4.1? There's already a pin/emblem rack ("Medallion Rack") which is exactly what you want. More weapon holders are coming, just slowly since i don't have as much time to mod as i used to :)
I love this so much- an absolute must have for me at this point. Nice looking storage is my weakness
Could I suggest/request something like the butterfly displays but for the pin/emblem items? Preferably in a 3x3 or a 3x2 like the necklace stands, since the emblems are pretty small.
And maybe a horizontal tool/weapon holder like the wide weapon rack ?
SONZINA Yeah, functionally wise, counter tops and cabinets are identical to shelves, but I think they perfectly fit the aesthetic of the game (in my opinion). I would be personally use them to store things that don't really look good on shelves (jugs, pots, other utensils). I just think it would be good to have variety in storage options. They would also look great with interactable doors that you have implemented in your mod.
Solaire_Goshaven Please request the compatibility to be done on their side. It's very easy to add (just a json patch). I currently have no time to mod at all, and whatever little time i have is focused on updating Food Shelves to 1.21.
Menelos Hmm you're very right about that - I might add a small spoiler section explaining how to do it properly.
YokoVR Currently no, they all have very inconsistent shapes, and it's quite hard to implement something that won't look bad. It's on my to-do list, but when will it come i have no idea.
LukasZer Counter tops i might consider - i just don't see what "problem" they fix for storage other than having a different looking shelf, essentially. What do you mean by vanilla wood variants though? All wood types are supported, and textures change depending on what materials you use. The screenshots don't show it much since I love ebony wood and just used that one lol.
This mod is a must-have in any playthrough, the author did a great job. The only thing missing is counter tops with working doors and vanilla wood variants, then it would be perfect.
is there anything to store scarfs and belt accessories on? like a hat/coat hanger but for toolbelts and scarfs
SONZINA thanks for your reply. I was talking about the "Forlorn Hope estoc" not fitting in the "Sword Pedestal (Pine)" to be precise.
Glad to know there a way to extend the list of supported swords; it would be nice to have this documented though (I see nothing on the GH page, but it's really nice the sources are available), I would have bothered the other mod instead. Noted about the Spear+ example.
Is there any possibility to add compatibility with the sturdy gliders mod? The glider rack is a wander addition that I'd love to use with it!
Alegara Yeah, you'll need to update to 1.4.1, Better Ruins compatibility is introduced in 1.4.0 :)
SONZINA Hi, I`m using mod vers 1.3.0 for 1.20.12. I`m trying to place a blueprints from Better Ruins
Alegara The Schematic Rack doesn't support many mods and their schematics, only in 1.4.0 I've allowed Better Ruins blueprints to be place-able in them. If you have a different mod that adds them other than Better Ruins or Firearms mod, you won't be able to place them in.
On that note, what mod version are you using and what schematic are you trying to place in?
Hi. How to put a scheme on a schematic rack? I have no idea :( Shift does not work.
Agent042s Yeah, it's possible of course. I created the initial restriction list when the mod released but I guess i just forgot to make it a bit more lax. I'll note it down for the next update.
If I may ask, is it possible to modify the config restrictions a bit for a better out of the box compatibility with other mods?
Like for example, in \assets\purposefulstorage\config\restrictions\clothes\footware.json
From: "game:clothes-foot-*"
To: "*clothes-foot*"
This would be heplfull for all the people who are using mods (including yours) and want to add items from a different mod to your storage, ie.: schematics from BetterRuins or... more or less any clothing?
Anyway, thank you for this beautifully done mod.
GothMoth: Btw, this is the way. I was wondering about exactly the same. If you want it for your own game now, you need to change jsons in your own copy of this mod (in ...\config\restrictions\clothes). Otherwise there is not much you can do. Provided you will not change your own item codes to bypass the restriction filter.
whasit Thanks! I'm glad you like it :)
GothMoth Yeah of course!
Razgriz Yeah, i'll definitely take a look even though i already have a "tutorial" structure in mind :)
SONZINA I just published the updates for Spears+ if you'd like to use it as a reference in your documentation for mods that implement your whitelist system
Hi, I'm the creator of the American Frontiersman mod and I was wondering if you'd be able to tell me how I could make the clothing in my mod compatible with your mod. If you can't that's fine, if you can though I sent you a friend request on discord so we can talk about it there.
Oh I love this mod so much! All of the storage is SO cute and satisfying to look at. I am instantly addicted and want to store everything.
FatherSarge Thanks :)
I might take you up on that suggestion, thanks for the feedback!
SONZINA
Oh no problem! I wasn't sure, I'll request over there then
Fantastic mod btw, really brings rooms more to life!
(Suggestion: A little note in the mod description with a link to the documentation for how modders can add their own stuff would be a great resource! And cut down on the random requests :P)
Nezakemi Menelos Sorry, katana mod isn't updated for 1.21 and i have no interest in supporting such mods when i'm already past 1.20. Also, i don't like doing small compatibilities for mods like these that have little content, since if i made compatibility for every smaller mod there'd be no end to it. As for the Forlorn Hope sword and falx, both can't be stored in the weapon rack since they're too small, but they should be place-able in the sword pedestal.
FatherSarge Same thing like for the katana mod above, i generally don't implement support for smaller, niche mods and usually tell people to request the compat to be done on the other mods' side since i've gone through the trouble of adding a custom system just so other modders could whitelist their own stuff in less than 5 minutes.
Spears+ support would be GOAT'd
https://mods.vintagestory.at/spearsplus
Quack SONZINA,
Thanks for this nice mod :-)
Like Nezakemi I'm insterested in the Katana mod support but I noticed even all vanilla swords are not supported: recently I bought a forlorn sword from a vendor and it does not fit either; could you have a look please?
Regards.
\_o<
Hi!
Is it possible to add compatibility with "Katana Mod"?
SONZINA No problem. Thanks for the fix and update :)
animatiV Fixed in 1.4.1, thanks for the report!
SONZINA
Crash in version 1.21-rc.2 when displaying information in the handbook about the necklace stand.
Running on 64 bit Windows 10.0.19045.0 with 32549 MB RAMGame Version: v1.21.0-rc.2 (Unstable)
03.08.2025 19:28:13: Critical error occurred
Loaded Mods: game@1.21.0-rc.2, purposefulstorage@1.4.0, creative@1.21.0-rc.2, survival@1.21.0-rc.2
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item *: plank-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 113
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui()
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index)
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args)
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 721
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args)
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 448
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1989
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 403
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2019
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 359
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 921
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 213
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 337
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
MidOrange Currently, only schematics from the vanilla game and firearms mods are place-able in the schematic rack. Better Ruins compatibility for it will come in the next update (this weekend most likely).
Edit: Better Ruins blueprints can now be stored in the Schematic Rack as of 1.4.0.
Hello there!
Do you know what kind of schematics can be displayed on the schematic rack?
I have been trying with a few ones but not sure if there's something wrong or not...
Im trying with schematics from "Better ruins" and an "armory" mod.
What can i try to display on it?
Thanks in advance, this is one of my favorite mods right now...
captanredbeard Possibly, yes - That's if i manage to fix (or someone manages to fix) the current issue with this mod and 1.21. It's a critical issue I can't really seem to fix since the game changed some internal API stuff and the errors are confusing - so there's a chance that the mods won't be available past 1.20, eg. they'll be discontinued.
any chance for future compatability with Vanilla Armory after 1.21? (saw the comment about ancient armory)
Is there a rack for displaying capes and mantles?
Also noticed the recipie for the generic pants rack is missing too
specialized storage and organization is so satisfying, thank you very much for these mods.
Multi-purpose hooks that just so happen to allow backpacks? :3
ASILiara Hmm, it's a tad bit specific just to have a block that can only have the backpack hooked onto it, I'll probably do something like the mod Shelf Obsessed does instead - i'll see, but definitely want some "general" block storage that will have stuff like that allowed.
Backpack hooks?
Vibycko The compatibility patch for other mods is very easy to add - however I won't be doing so until 1.21 releases. I'll note down that specific mod so I'll add it when I continue working on the mod as I don't have much time to work on the mod lately.
Can you make weapon racks compatible with the Ancient Armory mod? Love the mod otherwise, we use it on our RP server.
@SONZINA DOH! I should know better than that! That was my problem exactly....I was still on 1.0.1! Thank you for your quick reply. And absolutely! I also have your other mod installed as well. Good work, indeed!
BottenRasterd That's the Necklace stand and the Tuning Cylinder Rack. Check if you have the most recent version of the mod if you don't have them. Pants/trousers are whitelisted in the most recent version as well to be placeable in the wardrobe, and there's a dedicated Pants Rack block. Coats i think can go into the wardrobe, unless the coats are from another mod - there's not many compatibility patches with other mods currently. Thanks for the praise!
I have a couple of questions about things that I've seen in the images above that I cannot find in game. Specifically, what are the following items called? I cannot find them in the handbook in order to craft them.
-The shelf that allows necklaces to be placed
-Tuning cylinder racks
-Are there any items that allow the storing/display of pants/trousers and coats? Neither of them will go in the glass wardrobe.
Thanks in advance. I LOVE this mod and the possibilities it provides. Much better than my usual solution of just throwing everything in trunks!
pimblokto It is very easy to add, but i won't be adding it myself until i have more content in the mod and then i'll focus on having more compatibility with mods on my end. If you want it sooner, you can either add it yourself (using examples already in the mod), or ask the mod dev of that mod. I'd be happy to help over in the discord channel for this mod.
I just discovered this mod, unfortunately I'm playing in 1.20.4. Has anyone else tried the 1.20.7 to see if it would work?
Do you think you could add compatibility with the clothes from the dressed to kill mod?
ryanberry Not that i know of, i've heard of 1 report about textures not being very synced between clients, but again this mod uses the exact same codebase from Food Shelves and i never got any reports about that mod having issues in multiplayer past 2.0, so i don't know what to make of it - this mod has issues and FS doesn't yet they have the same logic behind them? I'm not sure what to tell you, it might be a conflict of some sorts or perhaps when servers got a bit optimized in 1.20.10/11/12 it broke something - but again FS doesn't have those issues. For storing the clothing you might try to store them in the wardrobe or hat rack (if you have the most recent version since i whitelisted more stuff), otherwise no.
Is there known issues with this mod and multiplayer?
I was using the wooden wardrobe (no glass) and put several shirts in with no issue, then added the Malefactor Tunic and I think Marketeer Tunic. The wardrobe duped itself into a closed greyed out state, which was only visible for me, not the other player. The two mentioned clothing items were not visible while the grey wardrobe was there also.
I didn't see it on my end, but the other player said the same thing happened to the glove rack and hat rack. But for him, removing the item and placing it back fixed it.
I had to relog to fix the wardrobe issue.
Also, is there any way to store the default class clothing that's like, a hood and tunic combo? And sashes?
ASILiara Yeah i didn't include the "world interaction" (hints that pop up) for some blocks, It would probably be a good idea to add that too.
SONZINA, is this a "game doesn't tell me" moment, or a "I can't read" moment? If it's the former, I might recommend putting it in the documentation somewhere, or maybe as a pop-up when you mouse over the block?
Love this mod (and your Food Shelves). I'd like to add a vote for a bridle hook, like the bucket hook, for hanging up the tack.
NiclAss Thanks!!
ASILiara Have an empty main slot and just shift+ctrl click them. It should take out a stack of them. As for the Better Ruins compat, i'll note it for the next update.
Using the various storage things is a bit slow at times. Any chance we could get some crate-like controls for the grass bin, seed bins, and so on?
Also, compatibility with Better Ruins to hold the various blueprints added by that mod in the schematic rack would be super cool.
Amazing mod!
That worked thank you!!
lydocia I'm... not sure what you mean by that? I'm pretty sure that just the screenshots and the short description are fine? If you mean if there's some kind of "catalogue" in-game, just open the handbook and type "mod: purposeful" and everything from this mod will pop up. Either that, or go into creative and check out the Purposeful Storage tab.
Is there an overview of what this mod adds?
wXMaddogXw It's not a problem with the mod, there are some "problems" as to how the game (and the C# engine) loads the mod files. Be sure to shut your game down completely, then delete the v1.0.1 from the Mods folder, and then put the new, fresh installation of the mod inside. After that open up the game and check if it's enabled in the Mod Settings. It should work, good luck!
Love this mod!! I'm playing with an old version (1.0.1) and am having issues upgrading to the newest version. Any tips for upgrading? I just keep getting the white boxes with the ?s with any other version other than 1.0.1.
Taeo I know some mods add their own Tuning Cylinders so if you have any of those it might be a perfect fit?
ClosedBoudy The rack for the shorter weapons I might implement, but don't hold your hopes high, since the toolrack already does a decent job. If I do decide to implement something like that it's not gonna be anytime soon.
SoggyHotdog Thanks :) What do you mean by "coolest cloths"? Like an item? What would it be used for and why would it be a fit for this mod?
MPMarcs Thanks, I'm glad you like it :)
Stop! I'm already eating up the Food Shelves mod, and now you bring us THIS!? This mod is AWESOME!
This is such a cool mod that alot of people have been wanting but you perfected it. A suggestion though is that you add a charactor trait that can make special tools to make the coolest cloths.
First off this mod is freaking amazing, I'd love to see a version of the weapon rack to holds one weapon as that would work amazingly as a mantle piece and perhaps a shorter version of both for shorter weapons?. Keep up the amazing mods
thats fair, I'll just have to grab 6 doubles to fill the extra spaces so it doesn't look odd
Vovedad Thanks. The suggestions you outlined are already planned :)
Taeo Unfortunately I have no idea how'd I arrange them to look alright since they kinda have the size to only fit 4 on an axis. That and I don't really want to add yet another variant just for the storage of those, sorry
the new cylinder storages are legit, but I humbly beg for a version that can hold 10, or 5 if that works better. 🙇
Awesome Mod!
Played with this and the Food Shelves on my latest run and I love them!
My small and humble suggestions:
pimblokto Thanks! Belt storage was actually planned for initial release, but belts have very inconsistent shapes so i scrapped the idea for now.
Svarrmir Thanks! There's a mod for that i forgot how it's called, but i do plan on implementing something similar.
Just wanted to say that I LOVE this mod! Feels like it should be in the vanilla game ❤️
Suggestion: Some sort of wall rack/hook for displaying only ONE item, like for example just a sword, pickaxe or shield so you can hang it over your fireplace or door, would be awesome :)
Love this mod! Do you plan on adding coat storage or belt storage?
PurpleMaker Thanks :)
Rythillian Yeah the base game weapons are all very short (except spears of course). Grass bin uses a lot of tris? You mean it drags performance down? If so then yeah, both Food Shelves and this mod are very visual so they do affect performance a bit especially if your system is a bit on the lower end.
These mods both have priority on physical, visual storage, so I don't plan on making them display a flat, textured cube like crates do.
Very interesting mod, shame that more swords/weapons from base game can't be used in the weapon racks. Also my one big critque would be the dry crash bin uses a TON of tris on all those grass models. I'd really reccomend switching that to just be more simple by doing something like leaf blocks with billboarding or what barrels/open crates do!
Great mod!
Willownezz I'm glad you like them :)
BlackMoonHowling Thanks :) and yes, they're planned. Not sure when I'll implement them though.
I love this mod!! Any chance of doing a shelf that could store saddles/bridles/medallions?
Your mods are so nice, having a proper storage room is a must.🤩
I can see there look to be shelves for necklaces but can't find them in my game at all. Same with the racks for resonator cylinders, and whatever that is on the top back wall in the first pictures (gloves?). Are they planned for a future update? Loving this so far, what a great idea!
Editing to add I'm just stupid and seem to have an older version of the mod! My bad.
JoLaChevre Hi, I'm kind of tired adding compatibility with various other smaller mods, and I especially don't like adding them to mods that can change and update frequently - adding new items (this mod will update frequently as well and I can't really keep up with all the various other mod updates). Due to the scope of this mod, I'll personally write compatibility patches for mods that I personally play with or with popular mods (such as Combat Overhaul). Other compat patches (like for American Frontiersman) will possibly come in the future when I have enough content in the mod and when i can switch focus to providing general compatibility.
So you'd have to request the compatibility for those mods to be added by the devs of those mods. It is very simple, it only requires some basic .json patching and I can of course help if they reach out.
Of course since you need it for your modpack, you can also write these patches yourself since it's very easy and there's examples in purposefulstorage/patches, cheers!
Taeo :))
SONZINA
haha, nice. Looking forward to whatever you come up with next
Hi ! First of all, very good work! I really love your mod so far!
Could you consider adding a compatibility for the wool & more (https://mods.vintagestory.at/wool) and the american frontiersman: western wears (https://mods.vintagestory.at/americanfrontiersman) mods? It would be a very nice addition on the modpack I'm working on ! :)
Thank you !
Top!! <3
Taeo Most of those occured to me and they are very good suggestions! I'm glad we think alike.
oh nice, this is really cool. The glider mount is my favourite
Some Ideas:
Tuning cylinder Storage - something more compact and focused than scroll racks
Shield Storage - maybe a wall mount that could hold 2-3 swords behind it? Two crossed and one vertical. Would make a great display
Freestanding sword rack. For one handed weapons only probably, standing vertically. Maybe also crossbows/firearms/bows
Masks could go in the hat rack
Hat hook/Coat hook, for hanging your hat and/or jacket by the front door, Top of the hat or front of the coat would probably face you.
Glider schematic/Story map Storage. Maybe like a picture frame?
Glass cases to hold elk medallions/pins
Box for holding pigments (charcoal, limestone etc) for signs/crate labels etc. Like you'd see chalk in at an old school.
Parts bins for all the Jonas Parts, for a proper tinkerer's workshop. Or maybe a bench with drawers?
Wall mountable spools for thread and linen. Holds one color at a time, the roll just gets bigger or smaller depending on how much is in there.
SONZINAThanks so much! (Im new to the game so that helps a lot)
HolyDesign You can search "mod: Purposeful" in the handbook and it will list all the blocks from this mod. Or, you can go into creative and checkout the "Purposeful Storage" tab, cheers!
Hey :D
Is there a way to have a list of all the added storages blocks? I'm having a hard time having ideas on what to use, so would be cool to know what is fully available
Thanks!
Feycat If you're on singleplayer just edit the modinfo file and change the dependency to 1.20.7.
Is there any way to get an earlier version, is it stored somewhere? I'm on 1.20.7 and I'm not upgrading until they fix the bowtorn squad bug.
Xozkov Will check the clutter, if it fits - will probably add it!
CrusadingPriest At some point probably yes.
McJty you can write "mod: Purposeful" in the handbook, it will display all the content from this mod. In short, currently has some clothing storage blocks like the Wardrobe, Blanket Racks, Hat Racks, Shoe Racks, then some weapon storage (currently only 1) - the Weapon Rack, then some general storage like the Grass Bin, Glider Mount and the Gear Rack. That's all content from this mod right now.
Feetlicks Currently, no. Will be implemented at some point.
is there a item for holding pants?
I tried this mod but it's not easy to find all the block it adds since I already have a lot of other mods. Can you give a summary?
I love your Food Shelves mod and I'm extremely excited for this mod. Can we get saddle stands and a place to hang the other Elk attachments?
Thank you.
Love this and food shelves! I think it would be neat to add functional versions of the coat rack clutter items, they'd essentially be one block versions of the wardrobe. Maybe other clutter items too if there's not already a mod for those
Khaje Afaik they don't add any clothing items, only armor additions right? Currently there's no armor clothing storage in this mod. If i add it i'll support it, meow.
Chance this could get compatibility to work with Forlorn Hope and Blackguard Additions? Meow
rhino1998 Most likely on my end, just have to offset them a little bit. Will note it for the next update/patch, thanks! I kinda forgot that PS also adds some gears.
VoltaireAro Well what better mod than this one from the same creator :). The 2 upperbody clothes with hoods clip through the "pole" as well, I haven't found a solution for it yet but oh well. For now it's gonna clip, I might edit the hood part out, I'll see.
Not sure if this is an issue on this mod's end or on primitive survival, but the primitive survival gears are offset when placed on the gear rack
I was literally looking for another storage mod just like Food Shelves but for other things like Clothes and the mass amount of dry grass I've accrued, only to be met with this upon opening the ModDB. Thank you :D
A small funny thing I immediately noticed is that the Fur Coat's hood slightly clips out of the wardrobe lol
RuinousLibrarian If you have a mod you want compatibility with this mod, just say which one it is - it's not that hard to add so it can be done both ways but probably best to handle it on my side since i'll add more stuff and i can include the compat with subsequent updates.
I wonder if theres a way to make the clothing storage automatically recognize modded clothes that don't have compatibility. anyway, excelent mod! The wardrobes make me incredibly happy.
Thanks you
Nymue Thanks :) I don't plan on stopping there, I'm just getting started!
Oh bless you for giving us attractive closets in addition to attractive cellars! <3
ah, ok, makes sense
Kappir Of course, some of them are simply too short (or too long such as pikes) to be stored on the rack.
It seems that not all combat overhaul weapons can be stored on the rack