RimWorld
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Mod, 1.2, 1.3, 1.4, 1.5
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1.610 MB
14 nov 2020 om 10:17
22 apr 2024 om 14:17
14 wijzigingsnotities (weergeven)

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KanbanStockpile

In 4 verzamelingen van ubergarm
Happy Accidents
82 items
Multiplayer Kitchen Sink
236 items
Multiplayer Kitchen Sink Reloaded
151 items
MultiNomaly
52 items
Omschrijving
RimWorld mod adding stack `Refill Threshold` and `Similar Stacks` limit to stockpiles and deep storage inspired by kanban logistic control systems.

Bugs and Issues
  • Does not support if you "link" storage.
  • Rename the storage *before* you modify storage. (Rename support stopped working in 1.5).
Check the github issues linked below for all known issues.

Features
Refill Threshold
  • Just like "pause when satisfied" for a bill—but for hauling to stockpile stacks!
  • Defaults to 100% which gives the same as behavior as vanilla.

Example: Set your RimFridge Important dining room stockpile to 20% and it won't trigger hauling jobs for any specific stack until there are less than or equal to 2 meals left in it (meal stack size is 10).

Similar Stacks
  • No more than `Similar Stacks` stacks of a thing are allowed in the stockpile.
  • Defaults to `OFF` which gives the same behavior as vanilla.

Example: Set your Medicine Cabinet Preferred hospital stockpile to a `Similar Stack Limit` of 1 and you will get no more than a single stack of any medicine and drug type now instead of clogging it up nothing but rotting herbal medicine and smoke leaf joints!

Max Stack Size
  • Limit stack size for custom smaller sized stacks per stockpile (thanks Tmq5521 & laughingowl)
  • Defaults to `OFF` which gives the same behavior as vanilla.
  • Only lowers stack size, so combine with Ogre Stack or similar for larger stacks.

Full Example:
Setup a raw ingredients food Preferred stockpile in the kitchen next to your stove. Set the `Stack Refill Threshold` to 0% and the `Similar Stack Limit` to 1. This way you will get a variety of fresh ingredients close to the cook and will reduce spoilage because the stack is not refilled until it has been completely used up.

Compatible Mods
(untested in 1.5 hah)

Please comment below with results if you test this mod with your own favorite storage mods, thanks!

First Class Multiplayer Support
  • Data stored using deterministic dictionary keys and all state mutations properly sync'd!
  • All development done in a multiplayer context locally with arbiter to minimize potential desyncs.

Performance
  • Uses `for` loops similar to vanilla style code for basic `C#` optimization
  • Skips hot code paths anytime a stockpile is set to default values
  • Avoid using high values of `Similar Stack Limit` in large stockpiles as it must scan every thing in every cell
  • Turn off `Reserved Similar Stockpile Limiting` in Settings if you have an older CPU or large colony with many reserved hauling jobs to scan

Credits
Thanks to bananasss00 for contributing code from their github fork that I was unable to directly merge.

Thanks to Tmq5521 for the Maximum Stack Size feature and also laughingowl.

Original idea and inspiration came from my failed attempt to multiplayer patch Satisfied Storage.

Inspiration for the `Similar Stack Limit` feature came directly from the great Variety Matters Stockpile.

I got most of the GUI hooks and all the Transpiler stuff from a great and beautiful mod: Stockpile Ranking.

This mod relies heavily on Harmony for ease of patching.

I hang out occasionally with some great folks over at the Multiplayer Mod Discord[discord.gg]

Finally, thanks to bananasss00 for contributing code from their github fork that I was unable to directly merge.

Mod Packs
If you play Minecraft check out my modpacks
  • Rotten Economy[www.curseforge.com] - Highly integrated urban base building with custom resource generation mechanics!
  • Sky Magic Islands[www.curseforge.com] - Tons of magic mods and steam power with re-balanced ProjectE for base resource generation

References

Keywords
#rimworld #rimworld 1.5 #rimworld mod #rimworld mods #rimworld mods 1.5
#kanban #kanbanstockpile #kanban stockpile #kanbanstockpiles #storage settings
#kanban stockpiles #kanbanstorage #kanban storage #SatisfiedStorage
#VarietyMattersStockpile #rimworld search agency #hauling hysteresis
#stockpile hyesteresis #rimworld stockpile #rimworld storage settings
#transport kanban system #kanban logistics control #stockpile dupe limit
Populaire discussies Alles weergeven (6)
2
15 sep 2024 om 12:07
Bug: Stack refill threshold setting for different groups of storage are linked together
Alison
6
7 okt 2023 om 18:02
Bug: Stack refill threshold
Hetari
7
6 nov 2022 om 9:37
Suggestion: Max stack size.
Draconicrose
203 opmerkingen
ScoSteSal 12 mrt om 15:18 
I'm seeing the same behavior as @tenthousandcranes in the case of base-game Hopper's (for a nutrient paste dispenser). I wanted pawns to stop refilling the hopper from 69 to 75 every time the NPD generated a meal, but instead (if I set refill threshold to 50%) pawns will only refill to 30-40 and then ignore it. That completely ruins the refill threshold behavior (or at least its value for stopping wasteful/trivial hauling jobs).
tenthousandcranes 13 jan om 0:50 
Refill threshold doesn't seem to work for me, pawns load just enough items to cover the threshold and then completely ignore the zone. Tried on latest 1.5 with all DLCs and no mods beside KanbanStorage and Harmony. Create a new colony, put a single-cell storage zone for wood, set stack size to 100 and refill threshold to 30%, expected behavior - storage is filled to 100ish wood, actual behavior - storage is filled to around 50 wood and then ignored completely.
llunak 20 dec 2024 om 21:37 
@ubergarm: Where is the latest source for this? I got annoyed enough by the 1.5-related bugs that I decided to fix them myself, but the linked github repo has not been updated for 2 years, and so it does not work with 1.5 at all.
Halfelfaedyn 14 dec 2024 om 0:49 
I didn't know I needed this in my life so bad. I was just saying I wish I could 'X' and here it is!
\n 2 dec 2024 om 11:29 
is it possible to link a stockpile to a workbench (or even multiple) so that it can be auto filled with the recipe inputs
Hellsvien 23 nov 2024 om 5:11 
Can someone explain how this is meant to work?

I'm telling them 10% restock, similar stacks OFF or 8 does nothing, and quantity is 10.

"No available piles to haul to" even though it has 3.

While the other one has 3000 meat.

I would like some help on this, please. :lunar2019piginablanket:
R4nD0mI3z 30 okt 2024 om 23:04 
Turned out mod works ok, just modded fridges I use are treated as single space so 2 tile fridge stores 20 instead of 60. Still get the feeling any storage needs to be filled before threshold is set for it to act as expected but maybe this is just some weird incompatibility with how not full stacks are hauled (hauling >2 food to empty spot with 20% threshold seem to stop hauling the rest to fill it up completely to stack of 10)
R4nD0mI3z 30 okt 2024 om 12:44 
Hi,
I get a feeling something is not working correctly in my setup. I have set up refill treshold to 30% in fridge (2 tile fridge which has 3x10 per tile) but it looks like pawns haul up to 3 to each stack and call it a day. Right clicking on food storage in fridge shows that it cannot be hauled because there is no spot.
Do I need to first fully stock the fridge before threshold is set? I had something similar with wood storage but eventually it started to work (more or less, never counted to be 100% sure) once it was fully stocked and then threshold was changed.
If this matters in any way - this is a new save and I used stack gap on older saves - it is now disabled (because it sadly stopped working probably after 1.5).
Yoann 9 okt 2024 om 5:25 
You can add another issue:
Similar stacks limit is not respected for the job 'take to stockpile' (the hauling after craft items) if a partial stack of the item exists in the stockpile.

By example, I have one shelf with the similar stacks limit set to 1.
A pawn crafts kibbles, takes to the shelf the 50 kibbles;
He crafts kibbles again, takes to the shelf the 50 kibbles, complete 1 stack of 75, and leave the 25 remaining in the shelf;
When he crafts kibbles again, he still takes to the shelf the kibbles to finish another stack of 75.
When he crafts again, he doesn't bring the kibble to this shelf (2 full stack of 75 inside).
But if at first there was already some kibble inside the shelf (not a multiple of 25), he will fullfills the shelf because he will never complete every stacks.
ubergarm  [auteur] 21 sep 2024 om 11:07 
Just updated the description to list the two known bugs due to 1.5 update:
1. Does not support a "linked" storage
2. Settings will not be preserved if you rename the stroage.

Sorry for inconvenience, I updated the github issues and am open to PRs but not actively working on it now. It still works well for unlinked storage and you can rename your storage before updating settings pretty sure.

Cheers and have fun RimWorld'ing it y'all!