MixedStorage

One warehouse or pile, several kinds of goods. You give each good a share of the space, by percentage.

Percentages reserve space. They don't create goods; your haulers still bring them.

  • Timberborn 1.1.2.4
  • Needs Harmony 2.4.1+
  • Co-op optional

If the button opens GitHub, pick the MixedStorage zip under Assets, not Source code.

Storage Allocation

1200 / 1200 items · 2 goods allocated

Carrots50% allocated600 / 600stored / limit
Gears50% allocated600 / 600stored / limit
A Large Warehouse full, as the mod shows it in game. Try the whole panel further down.

How the percentages work

Give any good the building normally accepts a share of its capacity. Three rules decide what that share means.

  1. Shares total exactly 100%

    Apply stays unavailable until the total is exactly 100%, down to 0.01%. Or set everything to 0% to store nothing.

  2. Limits round to whole items

    Each share rounds down, and leftover slots go to the largest fractions, so every slot is used. A tiny share in a small building can round to 0; the panel warns you.

  3. Lowering a limit never deletes stock

    Extra goods are marked as excess and leave the normal way. Deliveries on their way count too. If a lower limit clashes with them, Apply refuses it until they arrive.

Small Warehouse 1% carrots rounds to 0 of 30

Storage Allocation

30 / 30 items · 2 goods allocated

Carrots1% allocated0 / 0stored / limit
Gears99% allocated30 / 30stored / limit

1 allocated good(s) round to 0 items. Increase their shares or use larger storage.

Medium Warehouse 1% carrots is 2 of 200

Storage Allocation

200 / 200 items · 2 goods allocated

Carrots1% allocated2 / 2stored / limit
Gears99% allocated198 / 198stored / limit
Large Warehouse 1% carrots is 12 of 1,200

Storage Allocation

1200 / 1200 items · 2 goods allocated

Carrots1% allocated12 / 12stored / limit
Gears99% allocated1188 / 1188stored / limit

The same shares, 1% carrots and 99% gears, in three sizes. In the small warehouse, the 1% rounds to 0.

Right inside the building's window

Storage Allocation sits in the building's own window, drawn with the game's frames, buttons and fields. In the world, the building shows the mix with the game's goods models.

The Storage Allocation panel on a large warehouse: summary cards for Bread and Wheat flour at 50 percent each, a search box right beside its label, per-good percentage boxes with Max buttons, and Copy, Paste, Clear, Revert and Apply controls.
The panel in game: summary cards on top, one row per good, and the buttons in a footer that stays put while the list scrolls.
A warehouse whose bays show stacked crates of several different goods side by side.
The mix in the world. The split is approximate and banners show one good; the panel has the exact counts.
  • Stock at a glance

    Summary cards show each good's stock, limit, share and fill bar, with incoming deliveries and excess. They stay in view while you scroll the goods list.

  • Quick setup

    Search the list, show only allocated goods, give one good everything with Max, or copy a split to another building. The game's Copy settings tool copies it too.

  • Drafts until you Apply

    Edits change nothing until you press Apply. Apply has an orange ring while it would change the building.

  • Fits your screen

    The editor is sized to your window and leaves room for the game's Construction site panel.

Play with the real panel

A working copy of the Storage Allocation panel, with the mod's own rounding and messages. Edit percentages, then Apply, as in the game.

Building
Load an example into the draft

Things to try

  1. Set Bread to 25 and Wheat flour to 75 (use Search or scroll), then press Apply 100%. Bread is now over its limit, so the extra shows as excess.
  2. Type 60 into another good's box. The total turns red and Apply stays unavailable until it's exactly 100%.
  3. Load A tiny share to see the warning when a good rounds to 0 items.
  4. Press Copy allocations, switch to another building, then press Paste allocations. The limits follow the new capacity.

Storage Allocation

Good / stock% / reset / maxLimit

A replica for illustration, not part of the game. It lists all 27 goods a Folktails warehouse accepts, and saves nothing. Goods icons are Timberborn's.

Warehouses and piles, both factions

FactionWarehousesPiles
FolktailsSmall, medium, largeSmall, large, underground
Iron TeethSmall, medium, largeSmall industrial, large industrial

Buildings keep their normal accepted goods. Tanks and map-editor reserve storage aren't included.

  • Game

    Built for Timberborn 1.1.2.4.

  • Requires

    Harmony 2.4.1 or newer, enabled alongside MixedStorage.

  • Co-op, optional

    Through the BeaverBuddies Stability Fork. Every player needs the same MixedStorage and game version.

  • One download

    The same zip covers single player and co-op. Co-op support turns on by itself.

Up and running in three steps

  1. Download and extract

    Put the zip's MixedStorage folder straight into Documents\Timberborn\Mods. If Windows' Extract All adds an outer folder, move MixedStorage out of it.

  2. Enable it

    Get Harmony from the Steam Workshop if you haven't. Turn on Harmony and MixedStorage in the mod manager, and restart when prompted.

  3. Mix your storage

    Select a supported warehouse or pile, enter percentages that total 100% in Storage Allocation, and click Apply 100%. Apply grayed out? Here's why.

The full install guide, with upgrading and co-op

What's been played

The panel's layout and the storage visuals have been checked in game, and players have reported using the mod. The newer behavior passes automated checks but hasn't been played yet, alone or in co-op. That includes the game's Copy settings tool, storing nothing, the orange ring on Apply, the cards staying in view, Supply mode, loading damaged saves and the panel's messages.

Found something odd? Check the troubleshooting guide or open an issue.

Ready to mix things up?

Free and open source, under the MIT license.