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Merge pull request #23 from DoctorVanGogh/master
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.gitattributes

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# These files are text and should be normalized (Convert crlf => lf)
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*.cs text
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*.sln text
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*.crproj text
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*.xml text
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*.html text
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# These files are binary and should be left untouched
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# (binary is a macro for -text -diff)
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*.png binary
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*.jpg binary
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*.jpeg binary
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*.gif binary
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*.ico binary
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*.7z binary
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# Auto detect text files and perform LF normalization
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# http://davidlaing.com/2012/09/19/customise-your-gitattributes-to-become-a-git-ninja/
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* text=auto
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# diff hints
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# Documents
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*.doc diff=astextplain
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*.DOC diff=astextplain
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*.docx diff=astextplain
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*.DOCX diff=astextplain
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*.dot diff=astextplain
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*.DOT diff=astextplain
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*.pdf diff=astextplain
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*.PDF diff=astextplain
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*.RTF diff=astextplain
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*.cs diff=csharp

Assemblies/ExtendedStorage.dll

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CHANGELOG.md

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# Version 2.5(???)
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_Upgrading to this version in an existing savegame is fully supported._
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- Items are no longer stored as one giant stack on the output cell, but as multiple regular sized stacks. Allows multiple pawns picking up/queueing items from the same storage building at once. Also prevents (a mostly rare) issue on save/load where giant stacks might get truncated to regular stack sizes on load.
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- Storage buildings now show a cumulative item count on the output slot (or the lowest quality for Clothing racks).
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- Stored items now correctly use single/some/max stacksize icons for stored items.
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- Storage buildings can be renamed.
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- Changed capacity limits for storage buildings. Buildings no longer have a hard number of items they can store, but a multiplier relative to a regular stack's size. This change leads to - at worst - unchanged capacity (for normal items), a slightly better capacity for small size items, or significantly better capacity for 'odd' stack size items like Chemfuel, Hay or Pills.
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Building | New capacity
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--- | ---:
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Basket | 667 %
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Fabric Hemper | 533 %
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HazMat Container | 250 %
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Clothing rack | 1000 %
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Med. Cabinet | 400 %
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Skip | 1200 %
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Tray rack | 1000 %
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Pallet | 800 %
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- Stored items are now ejected on storage building minification/exclusion by filter
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- Items stored in clothing rack can now all be selected for force wear in right click popup menu.
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- Changed internal workings so mods like [StorageSearch](http://steamcommunity.com/sharedfiles/filedetails/?id=726479594) can filter Extended Storage buildings

Defs/Injectors/injector.xml

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Defs/ModHelperDefs/Injector.xml.bak

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Defs/StatDefs/StatCategories.xml

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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<StatCategoryDef>
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<defName>ExtendedStorage</defName>
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<label>Extended Storage</label>
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<displayOrder>50</displayOrder>
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<displayAllByDefault>true</displayAllByDefault>
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</StatCategoryDef>
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</Defs>

Defs/StatDefs/Stats_Storage.xml

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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<StatDef>
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<defName>ES.StorageFactor</defName>
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<label>storage capacity</label>
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<description>The total amount of items this building can store compared to a regular stack's size.</description>
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<category>ExtendedStorage</category>
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<defaultBaseValue>1</defaultBaseValue>
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<minValue>1</minValue>
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<toStringStyle>PercentZero</toStringStyle>
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<showIfUndefined>false</showIfUndefined>
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<displayPriorityInCategory>0</displayPriorityInCategory>
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</StatDef>
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</Defs>

Defs/ThingDefs/Storage/Storage_Basket.xml

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<repairEffect>Repair</repairEffect>
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<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
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<filthLeaving>BuildingRubble</filthLeaving>
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<drawGUIOverlay>true</drawGUIOverlay>
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</ThingDef>
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<!--============================== Storage ===========================-->
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<ExtendedStorage.ESdef ParentName="BuildingBase">
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<ThingDef ParentName="BuildingBase">
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<defName>Storage_Basket</defName>
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<label>Food Basket</label>
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<thingClass>ExtendedStorage.Building_ExtendedStorage</thingClass>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(4,3)</drawSize>
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</graphicData>
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<maxStorage>500</maxStorage>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<castEdgeShadows>true</castEdgeShadows>
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<WorkToBuild>580</WorkToBuild>
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<Flammability>1.0</Flammability>
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<Beauty>8</Beauty>
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<ES.StorageFactor>6.67</ES.StorageFactor>
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</statBases>
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<description>Haulers carry raw food and plant matter here for storage.</description>
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<size>(2,1)</size>
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<tradeTags>
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<li>Furniture</li>
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</tradeTags>
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</ExtendedStorage.ESdef>
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</ThingDef>
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</Buildings>

Defs/ThingDefs/Storage/Storage_FabricHamper.xml

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<!--============================== Storage ===========================-->
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<ExtendedStorage.ESdef ParentName="BuildingBase">
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<ThingDef ParentName="BuildingBase">
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<defName>Storage_FabricHamper</defName>
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<label>Fabric Hamper</label>
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<thingClass>ExtendedStorage.Building_ExtendedStorage</thingClass>
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<drawSize>(4,2)</drawSize>
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<shaderType>CutoutComplex</shaderType>
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</graphicData>
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<maxStorage>400</maxStorage>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<castEdgeShadows>true</castEdgeShadows>
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<WorkToBuild>580</WorkToBuild>
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<Flammability>1.0</Flammability>
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<Beauty>4</Beauty>
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<ES.StorageFactor>5.33</ES.StorageFactor>
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</statBases>
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<description>Haulers carry textiles here for storage.</description>
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<size>(2,1)</size>
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<tradeTags>
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<li>Furniture</li>
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</tradeTags>
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</ExtendedStorage.ESdef>
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</ThingDef>
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</Buildings>

Defs/ThingDefs/Storage/Storage_HazMatContainer.xml

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<!--============================== Storage ===========================-->
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<ExtendedStorage.ESdef ParentName="BuildingBase">
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<ThingDef ParentName="BuildingBase">
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<defName>Storage_HazMatContainer</defName>
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<label>HazMat Container</label>
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<thingClass>ExtendedStorage.Building_ExtendedStorage</thingClass>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(4,3)</drawSize>
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</graphicData>
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<maxStorage>600</maxStorage>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<castEdgeShadows>true</castEdgeShadows>
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<WorkToBuild>580</WorkToBuild>
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<Flammability>1.0</Flammability>
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<Beauty>-2</Beauty>
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<ES.StorageFactor>2.5</ES.StorageFactor>
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</statBases>
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<description>Haulers carry radioactive materials here for storage.</description>
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<size>(2,1)</size>
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<tradeTags>
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<li>Furniture</li>
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</tradeTags>
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</ExtendedStorage.ESdef>
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</ThingDef>
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</Buildings>

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