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SmartStorageSystem ASF

# SmartStorageSystem Adaptive Storage Framework Compatible Edition For use only with Adaptive Storage Framework enabled. For vanilla please use: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3699035302]https://steamcommunity.com/sharedfiles/filedetails/?id=3699035302[/url] ## Feature Description The Smart Storage System offers three intelligent warehousing modes for the ASF shelf system: It implements a hierarchical storage network consisting of a Main Warehouse, Distributed Warehouses, and Production Transfer Stations. You can build transfer stations next to workbenches to solve the issue where crafting colonists have to travel to the warehouse twice per finished product (once for materials, once for delivery). You can also build Distributed Warehouses on the outskirts of your base to address the problem where hauling time exceeds construction time during base expansion. 1. Main Warehouse - Functions as regular storage - Smart restocking/shipping rules are disabled 2. Distributed Warehouse - Ideal for placement near production areas - Supports automatic restocking based on threshold values - Logic: Restocking begins when stock falls below the restock line and stops when it exceeds the stop line - Allows setting a maximum stack limit for individual items 3. Transfer Station - Designed as shelves adjacent to workbenches for finished goods and production buffering - Supports separate input and output rules - Input rules supply materials required for crafting recipes - Output rules cache finished goods and ship them out once the shipping threshold is reached - Supports importing recipes from nearby workbenches to auto-generate input/output rules ## Differences from the Original SmartStorageSystem There are no functional differences. However, the ASF framework has undergone a major overhaul of storage logic, resulting in vastly different implementation between the compatible edition and the original. In short, SmartStorageSystem and SmartStorageSystem ASF are incompatible. ## Where Does the Additional Overhead Come From Compared to the Original? 1. Expanded Storage Slot Search - The original only checks if a storage slot is valid - The Smart Storage System additionally checks whether the smart warehouse should restock or ship at present 2. Smart Warehouse Scanning - On the `StoreUtility.TryFindBestBetterStoreCellFor` pathway, additional checks are performed on candidate smart warehouses across the map 3. Periodic Rule Refresh - Non-main warehouse rule states are refreshed every 30 ticks 4. Dynamic Filters and Virtual Priorities - Transfer station outputs and distributed restocking additionally affect the vanilla storage decision path ## Current Performance Experience 1. Small to Medium-Sized Bases - Generally acceptable - Recommended for use at a small number of key production points 2. Multiple Smart Warehouses, Numerous Workbenches, Large Maps - Performance overhead is noticeably higher than the original - Especially evident during sustained high-volume hauling ## Estimated Performance Overhead vs. Original ### Total Game Performance - Light usage: Approximately `3% - 8%` - Medium usage: Approximately `8% - 18%` - Heavy usage: Potentially `20%+` ## Is This Overhead Worth It? When used only at critical logistics nodes, the overhead is generally worthwhile, as it provides: 1. Less fragmented hauling 2. Fewer round trips between production points and the main warehouse 3. More stable material buffering and finished goods caching 4. More intuitive transfer stations and distributed logistics nodes ## Current Known Issues 1. Occasional minor "restock one at a time" behavior may still occur (when crafting speed outpaces hauling speed, restocking never reaches the stop threshold) - The current version does not implement "in-transit item counting" - Because this logic incurs excessive performance costs on real-world maps 2. Performance is higher than the original in large maps with many smart warehouses