RimWorld

RimWorld

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Stack Merger
 
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0.221 MB
Feb 4 @ 2:57pm
May 26 @ 4:39pm
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Stack Merger

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Description
Make your haulers understand that a tidy stockpile is an efficient stockpile.

Features
Adds a low-priority hauling job that makes your haulers merge stacks in your stockpiles. Works per stockpile, so if items are in different stockpiles they will not be merged.

Issues
As each storage building (e.g. vanilla racks, extended storage, deep storage, etc) count as a single stockpile (or technically, have their own SlotGroup - which for this mod is equivalent), stacks in different storage units will not be merged.

Notes
When I was playtesting this, Stockpile Efficiency was brought to my attention. These mods do pretty much exactly the same thing (in fact we both use the same vanilla methods for the actual hauling). The main difference is in how we keep track of what can be merged. Stockpile Efficiency searches for stacks that can potentially be merged whenever a pawn is looking for something to merge. Stack Merger keeps a permanent cache of stacks that can be merged. I haven’t run any benchmarks, but I expect my mod to have a mostly constant, relatively low cpu load. Stockpile Efficiency will have no load as long as pawns don’t have time to do the hauling jobs, but when they search for things to merge the cpu load will most likely be considerably larger.

Contributors
- duduluu: Chinese translations
- Zhentar: A17 update
- Lauri7x3: German translation


Think you found a bug?
Please read this guide before creating a bug report, and then create a bug report here[github.com]

Older versions
All current and past versions of this mod can be downloaded from GitHub[github.com].

License
All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Version
This is version v0.17.1.1

Popular Discussions View All (1)
0
Mar 14 @ 7:55pm
Harmony
NotOptions<3~
< >
241 Comments
[Mz] Canyew Sep 21 @ 4:33am 
I cannot order them to be stacked manually and if you checked the picture, thats all one stockpile
Fluffy  [author] Sep 21 @ 2:27am 
@MeC; In technical terms, it's a completely different approach, and one that has the potential for a lot more bugs. A braver modder than I has taken it on though, so you're in luck; search the workshop for 'Haul to Stack'.
@[Mz] Canyew; Can you manually order them to stack em? Are they all in the same stockpile? There should be no reason these items specifically cause a failure...
[Mz] Canyew Sep 19 @ 3:50am 
@Fluffy Hi there, first off I have to say thank you for keeping my stockpiles rather clean, however I'm having a problem. For some reason colonists will not stack and condense Rimatomics objects (I am using Stack XXL) Everything else works fine, but Uranium Pellets, plutonium and Reactor blades will not stack. And I am not sure where the issue might be. Here is a screenshot for an example of the issue https://i.imgur.com/ip1dxHk.png
gemaye Sep 19 @ 3:23am 
@MeC I believe when a colonist grabs stuff to haul, the colonist gets an individual spot to drop that stuff. If two (or more) colonists grab the same stuff at the same time you automatically get two (or more) piles of the same stuff.
"The" SeanMacLeod Sep 17 @ 4:23pm 
Give 'em a break, they're only simple AI programs stranded on some uncharted planet.
MeC Sep 17 @ 10:05am 
i meant there is already a stack and they begin a new one before the existing one is full and then merge the new stack with the existing one. why not merging the stack in the first step and NOT beginning a new one?
"The" SeanMacLeod Sep 12 @ 11:09pm 
@MeC
A stack has to start somewhere......
MeC Sep 12 @ 6:26pm 
first, colonists are placing the things anywhere and afterwards somebody else fills the stack up. Why don't they fill up the stack without that unneccessary step between? Is that intended?
Kirigaya Kazuto Sep 2 @ 1:25am 
@Blood Raven - it MUST be placed after Stack XXL.
P.S. Stack Merger didn't worked for me when was above it.
Fluffy  [author] Sep 1 @ 3:26pm 
@Blood Raven; Yep, no problems there. Stack Merger makes no assumptions on what stack sizes are, and will use whatever modded or vanilla stack size you have.