RimWorld

RimWorld

OgreStack
678 Comments
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.
Anker Aug 23 @ 3:14pm 
"Increased Stack" has the same issue. 1.6 *really* doesn't like pawns trying to haul too much at once, it looks like.
Anker Aug 23 @ 3:08pm 
I was having the issue of my game lagging heavily, because every single hauling job (you know, whenever pawns try to pick up an item, which is ALL THE TIME) ticked ten jobs per tick. Needless to say, spamming 10x the jobs was super excessive and unoptimized.

At first I ticked off all the hauling mods, like pick up and haul, or stack first. But no. After trial and error, it was this mod. Why does this mod have code to make pawns stack 10 jobs in one? who knows.
Guldflips Aug 17 @ 6:40am 
even if i set the max stack to a high number it doesnt wanna stack to that
Ogre  [author] Aug 12 @ 8:05pm 
@jiopaba. Yes you can add them to your overrides.xml.
Jiopaba Aug 12 @ 8:01am 
Hi Ogre! Is there a way to specify an override as a patch in another mod? Or possibly just add them to the Overrides file as additions, assuming that missing files there doesn't cause an issue.

VBE_Blueprint and HVT_PersonalityNeuroformatter items both break entirely when stacked to more than one, basically. Haut's Personality Neuroformatters come with 10 charges, and the charges don't decrease correctly when they're stacked unless you use 10 at once. The Blueprints when stacked lose their individuality and become a stack of one blueprint. When unstacked, each one will become a new and randomized blueprint.
VitaKaninen Aug 10 @ 8:42am 
@Torin, Merging is its own job type and is part of the hauling work priority. Make sure you have hauling prioritized for at least 1-2 pawns, and they will start merging stacks when the hauling is done. You can also use a mod such as Personal Work Categories to split that job off, and prioritize it above other hauling jobs.
Torin Aug 9 @ 8:08pm 
My freezers are full of small stacks of berries. 12 here. 75 there. 10 over there. If I tell the fridge to drop them, they all go into one stack and that can then be stored. But why do I have to do this? Shouldn't the pawns stack things? I ran out of space for Muffalo meat because of the small stacks of berries.
SleepingPigNeverSleep Aug 2 @ 5:53pm 
Hi, Meals with different ingredients can't be stacked together. Is it expected?
Used this mod for a long time but never notice it.
VitaKaninen Jul 30 @ 8:04am 
@doeulas, yes.
doeulas Jul 30 @ 7:33am 
this can be added mid game right?
Guts Jul 30 @ 1:56am 
I cannot stack metals more than 75. Can someone help me?
Realm Imp Jul 29 @ 9:26pm 
can i just set it to 100? i want it to be close to vanilla
Surtyr Jul 26 @ 8:00am 
Will this mod not allow genomes to go into genebanks?
Ogre  [author] Jul 25 @ 4:39pm 
@Lingmot post your modlist somewhere maybe there is a conflict.
Lingmot Jul 25 @ 9:10am 
For some reason, the stack size is reset and some of the resources are lost when loading the game. This is fixed only if you reset and re-adjust the stack size values in the mod settings. And I need to do this every time I restart the game. Has anyone come across this? Is it known how to fix it?
tommytang213 Jul 23 @ 7:10am 
Hi, i wonder if it support chunks stacking too?
One Eyed King Is Potato Jul 18 @ 6:51pm 
hey I just want to let you know it would seem that this mod and allow tools cause an error this happens with the haul urgently feature, it makes a harmless although annoying error. this same comment will be posted on the other mod page just letting you know of the error
Tinda Jul 15 @ 11:05pm 
I see
I'll do some testing when I get off work
Ogre  [author] Jul 15 @ 10:21pm 
@Tinda: stack sizes are changed at launch only. unless you open the ogrestack mod menu then it runs again.
Tinda Jul 15 @ 9:58pm 
here: https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457&searchtext=RIMMSQol

it lets you dynamically change any field in any def in the game. it's amazing.
But I suspect you change to stacksize not at launch, but in runtime somehow,
because when I go to RIMMSQol and load up the page for, say, silver, the vanilla stack size is shown instead of what your mod sets it to (or at least it was back in 1.4)
so when I existed the page, the size reverted for specifcally silver and nothing else, and of course truncated it severely.
I should probably ask this on that note page as well
Ogre  [author] Jul 15 @ 8:01pm 
@Tinda: I'm unsure what your issue might be. I don't know what RIMMSQol is. This mod just changes def stack limits.
Ogre  [author] Jul 15 @ 8:00pm 
@Tadomikari: This mod doesn't impact pathfinding... It doesn't even run after the mod init. And only runs again if you open the mod menu.
Tadomikari Jul 14 @ 4:30pm 
perfomance down + pathfinding of colon bug
Tinda Jul 14 @ 3:59am 
I ran this way back, but I had to remove it because whenever I made any alterations with RIMMSQol, not even touching the stack size field, then the stacks would revert to vanilla size and I'd loose so many items.

Is there something to be done about this? Really love this mod and want it in my list :/
Chill Jul 13 @ 11:10pm 
Any mod recommendation that can haul with huge amount ?
Ogre  [author] Jul 13 @ 7:35pm 
@Meq: Not all categories of vanilla are the same value so setting it to fixed wouldn't work or make sense.
Mequieroiralashit Jul 13 @ 2:25pm 
Can you make so vanilla option shows vanilla fixed value instead of scalar?
Proxyer Jul 10 @ 7:37am 
Thank update!
A Magical Lime Jul 3 @ 6:44am 
Hey Ogre, do you want me to send you over the files I did for 1.6?
VitaKaninen Jul 1 @ 12:38pm 
Thanks!
Ogre  [author] Jul 1 @ 10:14am 
I will update to 1.6 when its out of unstable.
A Magical Lime Jun 25 @ 3:01am 
For those who are on 1.6 and want to use OgreStack I have made an updated version of it, just be sure to show Ogre some love instead of me and will remove it if asked to

https://steamcommunity.com/sharedfiles/filedetails/?id=3506769944
Lucians_sword Jun 15 @ 6:45am 
Really appreciate this mod and hoping for a 1.6 update <3
Yurai Jun 15 @ 5:57am 
will it work with 1.6?
I'm sorry Jun 11 @ 7:19am 
Manual input does not work, and not the values ​​that are on the right
这是糟糕的时间线 Jun 11 @ 5:13am 
Why isn't there a "MAX EVERYTHING IDFC" button? I could honestly give a damn about micromanaging all of these individual aspects and simply want the item to disappear with a number to represent how many exist. I miss the digital storage. :(
VitaKaninen Jun 10 @ 9:54am 
You mean when you click the buttons on the side, nothing happen? Here is what mine looks like when I click the various presets. https://imgur.com/a/H0aoyKe

If yours does not work with no other mods installed, then you have a problem with your game installation.
I'm sorry Jun 10 @ 4:12am 
Same problem. No errors, no conflicts, just settings not working.
VitaKaninen Jun 8 @ 9:47am 
Try using the mod by itself with no other mods loaded to make sure there is not a conflict or something else messing with the options window.
Eugene Jun 8 @ 7:30am 
I'm having the same issue with both Stack XXL and OgreStack. Both mods are installing and work, but the Mod Settings in game don't respond to input. For most items I only want a 2x increased stack size, however it will not budge from the default settings of much larger stack sizes.

For OgreStack, the fixed amount settings seem to work better, but I'd rather use scalar settings to just 2x everything but it will not work.

Any thoughts or am I doing something wrong?
RiskyBusiness May 13 @ 8:11pm 
@SnipTerZ and @thesoupiest, scroll down in the mod config, there's a section for item-specific limits by editing the XML.
thesoupiest Apr 7 @ 12:05pm 
Can this be used to adjust stack size for a specific item?
SnipTerZ Mar 10 @ 11:20am 
Is it possible to add an exception for revenant spines to set them to 1 by default?
Stacking these things overwrites all previously collected information on each corresponding individual.
Thx.
VitaKaninen Feb 19 @ 4:11pm 
@KaosityReign Yes, it does.
KaosityReign Feb 19 @ 2:33pm 
Does this mod work with Adaptive Storage Framework?
KeremS23 Feb 17 @ 7:26am 
hello, I made the Turkish localization, that is, the translation of your mod to use it on my own computer. I can share it with you if you want.
Vicious Young Crone Dec 31, 2024 @ 12:11am 
It would be great if the mod inherently separated hay and kibble stacks, admittedly its a bit of a niche issue, I really just want this so I can have seperate barns without having massive technical issues with either kibble stacks not being easy to seperate, or hay stacks not being easy to store. i would do it myself but im on steam deck, so i don't think its possible.