Why are mod items always left on the ground if storage is itemized?

Here’s a critical view (a bit harsh, sorry) on the betterstorage mod:

The problem with the betterstorage mod is that it is so restrict that even the vanilla game does not work with it, to a point that the mod changes the tags of vanillas to make it compatible to itself.
Right of the bat it basically excludes any modded item from being stocked. You can see that easily with food items.
Take a look at the tags/filters for meat food for example, it is asking for poyo meat, mutton, etc… You just created a nice new meat item? Too bad, it will not be stocked, because it is not a poyo or a mutton…
That is the main problem there, it is extremely incompatible with, well, everything new, including new vanilla items, like the varanus meat.

The level of detail in its categories ends up restricting each category to a single item, instead of a range of similar items. The reason that @Flyrija for example is not having lucky adding the archipelago items, is because retagging the items are not enough.
You will need to add a new “category” for every item, a new one for fish, a new one for crab, a new one for fried fish, then one for crab cake, then for coconuts, papaya, then this, then that, etc… You will end up with a huge list of categories, and that is coming from a single mod, that is not even focused on adding new items!

The main vantage for the mod was (in my case, I know others uses it different) to be sure that my wheat would be stocked at my cook instead of being placed at my herbalist that had the same “plant” filter, and to be sure my herbs would be at the herbalist instead of the cook. Those items were at the same plant category, but had complete different crafting uses by different jobs so they should be stocked in different places.
The above is not a problem anymore, as we now have input containers that fixed exactly this problem, and it even has priority over other stocks. So I can have one input receiving wheat at the kitchen and all the overflow production is stored in common container elsewhere with the “plant” filter. The same with the herbalist with its herb input containers.

I see the filters use cases as such: input filters are very precise to fill the crafters specific needs, while generic container/stockpiles have generic categories that fits a wide range of items in it.
The betterstorage basically made all containers filters very specific like the input containers. But because it has no priority like inputs, it just adds micromanagement to it. It means if you really want wheat in that stockpile, you would need to remove it from all other stockpiles. That management could be avoided by using a single input container.
Another thing, input filters are used only for items required in crafting. There is no point in having filters for cooked food or weapons for example. Because a crafter will never need those in any recipe. That is why in the vanilla we only have inputs for things like carrots and corn, but none for omelettes or cakes.

So my suggestion changes for the mod (aimed at my specific use case/play style) would be to have the generic stockpiles almost unchanged.
The mod main focus would then be on input containers filters.

For example, in the archipelago (without the storage mod), you will see that coconuts and papayas are stored at raw foods, while fish and crabs are at ingredients (non-edible but used in cooking). Meanwhile, input filters have two new items filters, one for fish and one for crabs, as those are used in recipes, but none for coconuts and papayas as those are not used.

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