923 ratings
Stack Merger
File Size
0.222 MB
Feb 4, 2017 @ 2:57pm
Nov 25, 2017 @ 5:35am
15 Change Notes ( view )

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Stack Merger

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

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.

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.

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.

- duduluu: Chinese translations
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- Lauri7x3: German translation
- Proxyer: Japanese translation

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This is version v0.18.1.4

Popular Discussions View All (1)
Oct 5, 2017 @ 7:54pm
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Strawcave Apr 20 @ 11:53am 
By no error log, I mean no errors are occurring
Strawcave Apr 20 @ 11:52am 
I am having the same microstutter issue as the other guy earlier. No error log, but I could send my modlist. My guess is that its caused by combining this with a bunch of other hauling mods like "Pick up and Haul", where every time they are doing stackmerger and moving a stack a few feet they look around before for anything else they can carry and its just a lot of thinking? Not sure.
Fluffy  [author] Apr 6 @ 3:50pm 
@Gun_Shy; no worries, thanks for the thought :)
@Arturia; glad you've got it sorted out!
Arturia Apr 6 @ 10:48am 
I have a feeling it's that "Researchable stat upgrades" mod. It has research for increasing stacking, which I liked the idea of, and it's the only mod I had that touched stacking.

I installed OgreStack, and set everything to "1x" and the stacks for body parts are fixed.- pawns also merge them. I thank you again for your input.
Gun_Shy Apr 6 @ 3:31am 
Oooh, missed that one bit! Thought I was helping, but nope, lol.
Fluffy  [author] Apr 6 @ 3:16am 
@Gun_Shy; he was able to stack them at some point, so some other mod probably made it allowable, but now doesn't any more.
Gun_Shy Apr 6 @ 3:10am 
@Arturia - The non-stackability of disembodied organs/limbs is vanilla. And probably deliberate for balance purposes...
Arturia Apr 6 @ 1:46am 
Yeah, I'm at a loss with what's going on. I have current stacks within the stockpile and colonists haul to new organ/part to any available space and refuse to merge it with any of the available stacks. I tried creating a new 1x1 zone and assigning a specific part to that zone (removing that part from the other zone's list) and colonist will move exactly 1 and refuse to stack that part.

So, it would appear the problem is specific to body parts and stacking them. Since the 1x1 area failed to stack, it would appear your mod can't be the problem. Thanks for the responses.
Fluffy  [author] Apr 6 @ 1:01am 
Also your results are pretty much what you'd expect. Stack Merger only works _within_ stockpiles so we don't expect the option to appear on goods not already in a stockpile (use the Haul to Stack mod for that one), and it's clearly working for other resources.
Fluffy  [author] Apr 6 @ 1:00am 
are you sure they can be stacked at all? Try hauling some to a new 1x1 stockpile.

Stack Merger itself hasn't been changed in a while, so it would be odd for any new bugs to suddenly appear without outside changes.