RimWorld

RimWorld

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OgreStack
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
525.552 KB
Jul 21, 2018 @ 1:16pm
Jul 19 @ 4:11pm
32 Change Notes ( view )

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OgreStack

In 1 collection by Ogre
Mods by Ogre
3 items
Description
Mod for customizing stack sizes. As well as the ability to target specific items.

Improvements for v1.0
  • Stack changes now do NOT require a game reload, if a stack is modified below a set stack size the stack is split up into smaller stacks. Should still save your game after every stack size adjustment; because if you adjust stacks, dont save, then reload a game, you could lose items.
  • Custom in game menu lets you pick between different modes ( scalar / fixed )
    • scalar: multiplies the base count by the number specified
    • fixed : simply sets the stack size to the number
  • Attempted to make it more clear how to set individual overrides via the Overrides.xml file.

Load Order
  • It hopefully won't matter. The stack modification code attempts to run after initial processing is complete. But if you have problems. Try moving OgreStack to last place.

Defaults
(Groups)
  • Small Volume Resources : x30 - ( gold, uranium, ... )
  • Resources : 1000 ( steel, wood, plasteel, ... )
  • Raw Food : 1000 ( corn, rice, ... )
  • Raw Meat : 1000 ( meat, eggs, ... )
  • Raw Plants : 2000 ( smokeleaf leaves, ... )
  • Meals : 150 ( fine meal, lavish meal, ... )
  • Animal Food : 2000 ( kibble, hay, ... )
  • Foods : 1000 ( pemmican, chocolate, ... )
  • Items : 20 ( horns, mech serums, ... )
  • Body Parts & Implants : 5 ( arms, bionics, ... )
  • Textiles : 1000 ( cloth, wool, ... )
  • Leather : 1000 ( leather )
  • Stone Blocks : 2500 ( granite, marble, ... )
  • Manufactured : x10.0 ( components, wort, chemfuel, ... )
  • Medicine : 75 ( herbal, glitter, ... )
  • Drugs : 4000 ( smokeleaf joints, yayo, ... )
  • Mortar Shells : 25 ( antigrain, high explosive, ... )
  • Artifacts : 10 ( psychic lances, ... )
  • Other Stackables : x10 ( other items that stack but do not use vanilla game categories )

(Individual)
  • AIPersonaCore : 1
  • TechprofSubpersonaCore : 1

Updates
  • Jan 6, 2020
    • Allow stacking of items with CompQuality, so long as the original content author wants the item to be stackable (like Wine in Vanilla Factions Expanded - Medieval)
  • August 20, 2018
    • Changed input boxes to plain text and parse input. Should fix strange '1E-06' type of input errors.
    • Removed all default item overrides except for 2 related to persona cores (this change will only be for new subscribers, or current subscribers who delete their Overrides.xml file)
    • Added various buttons for Presets in the settings window, should make setting stack sizes even faster
    • Altered text in overrides section to indicate that section is only for users comfortable in XML files, and who want to target one off ThingDefs to stack different than the configured settings

Translations
  • Japanese : Proxyer
  • Spanish: 53N4
  • Russian: LeonusDH

Feedback
  • Upvotes are much appreciated, Thanks!
  • Reasons why you don't like the mod are much better in the comments opposed to a downvote. That way I might be able to fix it!

GitHub: https://github.com/cmdprompt/OgreStack
Popular Discussions View All (4)
2
Feb 8 @ 9:06am
Fertilized Egg Stacking vs Unfertilized Egg Stacking
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Aug 30, 2023 @ 10:20pm
Misc Robots, misc Robots++ fix
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Sep 25, 2023 @ 3:21am
Custom Support List
Ogre
685 Comments
Akers Sep 5 @ 9:06pm 
why fish isn't meat? strange
Ogre  [author] Aug 29 @ 3:38pm 
Oh that. Yes sorry. There is merge. OgreStack doesn't alter it. If you want more control of what your pawns do automatically. Work Tab is what I use: https://steamcommunity.com/sharedfiles/filedetails/?id=2552065963&
(looking for food) Aug 29 @ 2:45pm 
@GalopaWXY 'merge stack' is a vanilla feature. It only shows if the stack of items has another less-than-full stack of the same item in the same stockpile/group of shelves. You're probably not seeing it because the stack you're clicking on doesn't have any stacks that fulfill those requirement.

It might also not show if any other suitable stack has been reserved by another pawn. Like, for hauling or crafting or building with it.
Ogre  [author] Aug 29 @ 12:36pm 
@GalopaWXY: There is no such 'merge on right click' option in rimworld. You must be using some kind of mod that adds it. It isn't OgreStack. This mod doesn't add or modify any existing jobs or logic.
GalopaWXY Aug 29 @ 6:59am 
Hello! After two days of playing with this great mod, unfortunately I noticed my pawns stopped merging items. Sometimes it will still work (and I see the option to merge on right-clicking) but in the vast majority of cases, they will create various stacks and never merge them (and no option on right-click) unless I micro-manage by removing some items from the shelf settings to force hauling...
i am currently having a weird interaction with certain item in a mod

the mod is the "[Aya] Silkiera Race" and the item in it is the "Cat Stamp"

in base mod the Cat Stamp item stacks up to a 1000 normally, it is clasified as an item so when i installed this mod, it got set to "fixed 20" so it deleted the item in the stacks down to 20, once i managed to fix it setting the item category to scalar, it seems to fix it as long as i dont quit the game

if i quit the game or reload the save, the stacks delete back to 20 again and it stays fixed at 20 until i swtich the stacking method; then it starts stacking normally again.

I tried to set an exception for the item as instructed
<item defName="HAR_SK_Item_Extra_a" stackLimit="1000"/> as to try and stop it from trying to modify the item stack limit, but it still default sets it to 20 anyways... i am either too dumb to figure it out or perhaps something is not working as intended in my modlist and its messing it up
jpinard Aug 26 @ 1:35pm 
Does this affect how much a shelf can hold?
Phonicmas Aug 25 @ 5:43am 
Is it possible to set an override from a mod, and if so how?
I have some items that break when stacked, and i would like to make it compatible with this by having it override the stack settings for them.
Ogre  [author] Aug 24 @ 12:49pm 
@Anker: this mod has no job code whatsoever.
Anker Aug 23 @ 4:04pm 
Or... No, it's back. I have no idea what's causing this issue.