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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.
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).
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.
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!
Send more informations on the link below please
https://github.com/ubergarm/RimWorld-KanbanStockpile/issues/30
@ubergarm: I've posted a github issue with the exact steps to reproduce.
I haven't messed with the max stack size feature yet, but as far as my mod list goes i found that the similar stack limiter feature does work, so if you set it to 1 on your herb shelves then instead of hauling 3x 25 herbs per shelf they would "only" haul 1x 25 herbs per shelf, 50 total for 2 shelves.
Sure it still isn't optimal, but considering how many herbal medicine gets used after an attack you might aswell haul 25 herbs once rather than 10 2.5 times.
Maybe that works out good enough for you, or atleast lessens the issue.
I'm sure each rimworld version takes a really particular cocktail of harmony patches to get a feature like this to work but not being able to limit stacks just makes managing scarce items way too difficult. It should be a feature of vanilla ffs.
My use case is medicine is hard to come by but I still harvest organs. I prefer to keep a stack of 20 herbal medicine in my hospital and a stack of 10 herbal medicine in the prison so there's medicine everywhere at all times. Getting 150 herbal medicine so both stacks stay full is rarely an achievable goal. Micromanaging something like this all the time is too much.
It goes well most of the time, but when I try to make a fire trap room, where the stack limit is 1.
So every place of the stockpile has 1 wood.
But occasionally the pawns dump 2 of even a full stack of wood.
Which I can't seem to be able to correct.
However, if you are simply looking for a true hauling hysteresis mod, you might want to try this new mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3273463237
Aww thaanks! I see your comments around on some other mods, u are making this a fun community! Cheers!
@Fox - Oh odd, I try to not change the older .dll files when releasing for a new version. The newest update did include a small UI change for 1.5 as the text alignment was off. Impressive you can keep your old 1.3 playthrough alive! The full source is tag'd on github too if anyone needs to compile a previous version etc.
Cheers all and enjoy warehouse keeping on the rim! xD
could i bribe you with more steam awards if you do a mod lol
but the menu is no longer displayed after a recent update.
If I overwrite it with an older version of this MOD, the menu is displayed,
so I think this is due to a recent update.
Thanks! Hrmm, I would use a mod that does that too hah.. No I don't know of one off the top of my head. Generally we never use critical except temporarily to force something into a new storage. Otherwise we use important for hospital fridge and such. We set shelves in the freezer and storage rooms to preferred. Then set the floor of the fridge to normal. Then set floor of the warehouse to low.
Not perfect but more or less does the job.
I just confirmed KanbanStockpile in Rimworld 1.5 is working with 1.5; 1.4 RimFridge: Now with Shelves! is working in MultiPlayer. Currently using my multiplayer modpack: MultiNomaly
Test:
1. build a double fridge
2. set Similar Stacks=1 and Refill Threshold=60%
3. set priority to 'Critical'
4. disable hauling for all pawns
5. confirmed mech lifters hauled various meals
6. repeat and confirm pawns were hauling
Make sure to *not* use "links" as those are not supported yet in this mod. Also make sure no other stockpile critical stockpile has all the items u are trying to haul.
Hope that helps! Cheers!
I have seen an issue with mech lifters after installing FSF Complex Jobs. Existing mech lifters hauling stopped working until we "reset" it or created a new one to replace it.
Thanks for the report!
Right, currently there is a bug setting KanbanStockpile options for linked storage sets *all* linked storages. Just avoid using for linked storage. Maybe I'll figure out what needs patching to fix it.
Good news is it seems to still work with PickUpAndHaul from my testing. I have all DLCs *except Anomaly* in my new Multiplayer Modpack MultiNomaly .
I've seen some reports on PickUpAndHaul comments that mod isn't working quite right with Anomaly. For single player you're probably okay. I have noticed a desync trace in multiplayer suggesting PickupAndHaul + KanbanStockpile + LWM Deep Storage; unfortunately my favorite triad is probably too rusty for 1.5 multiplayer, but maybe fine for single player. Zetrith's multiplayer mod itself isn't fully 1.5 nor Anomaly compatible yet haha...
Cheers, and enjoy this wild west rimworld modding landscape!
@PKPenguin-
Appreciate you!
How well is it working with PickUpAndHaul now?
@Sir Humphrey Appleby -
Thanks for letting me know, and indeed so glad to save those pawns some needless hauling!
StackGap looks interesting, but there are still a few differences. So I've breathed a little more life into this one for now - especially for multiplayer focused players.
Looking forward to what the future brings for RimWorld v1.5 storage and hauling mod options! haha...
Cheers all!
Thanks for the reports and helping each other out! To be clear this mod was written back in 1.2 and a lot has changed or been integrated into vanilla now. Things like "linking" were not even a thing back then, and the deep storage landscape has changed away from older mods that I used to use.
Quick tips:
1. This probably works best with normal unlinked stockpiles/individual shelves
2. Stockpiles on different maps may need unique names
3. Put KanbanStockpile before AllowTool or stack limiter wont' work (thanks @smitty_the_smith)
PR's and issues welcome: https://github.com/ubergarm/RimWorld-KanbanStockpile
If Tynan and crew want to absorb this mod into vanilla, please take it off my hands! Sorry I haven't put much love into this old beast lately, but I appreciate everyone's patience and support and I know we're all doing our best in this wild life!
Cheers,
-ubergarm
Seems to be working the opposite of what you'd expect it to do.
My understanding is it's intended to function as a trigger point where the haulers would start working again to refill (all the way to the limit) the storage. This is not working.
Example: Limit of stockpile 200 in 1 stack. Set the "Stack Refill Threshold" to 25% start consuming from the store. All good, nobody refills until it hits 50 units in the store. However, the haulers don't fill it up to 100%, they only take it back above 25%. Never back to the 200 (100%) full.
This mod works for me. The only problem is that it only refills when cell is empty.