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Stackgap can control the exact number of items either total or per slot/stack i.e. 25-50 min-max. Auto refills like SRH. Has modes that can limit the total, limit each slot/stack individually and/or limit the amount of stacks allowed per type i.e. 2x mode makes it where only 2 stacks of steel is allowed and 1x holds 1 type of each meal instead of 3 similar meals. You can also limit each item/category individually (i.e. steel is maxed out but Jade is 20 max, only 100 meats allowed but unlimited meals, 400 hay/100wool/255 kibble, etc.) Can also turn on/off multi-stacking globally or per storage via checkbox.
Unfortunately Stackgap isn't working as intended (see my comment below) so use SRH til it's fixed.
New game, Stackgap + Harmony ONLY. 1.6 w/ no DLCs & latest patch.
First pic is after pawns stopped filling the 2x2 zone set to Normal (other zone is Low) on the right only for wood set at 10-50 & limit per slot/stack.
https://ibb.co/QFX09q65
Second pic is having the game run for one full day to see if they touch that stack and... they don't (even after I set it to Critical after I took the pic). You can see pawns are wandering with no jobs queued up:
https://ibb.co/8nPhNYf5
Wood is over 50 limit and after min is triggered they put a random stack between 10-50 and don't correct it ever again. Fill to max only works all the time when min is set to 0, otherwise its random.
一字一字看完了,谢谢解答,之前还真没注意到图6
对了,展示图6就是Multistack的一个例子。
在1.4及以前,原版环世界的每一个格子只能存放一叠物品;1.5有了物品架,可以在一个格子里放置多叠物品,这个就叫Multistack。
在这个模组里,当一个存储的所有此模组相关选项均为默认时,Multistack的✕和✓状态的存储逻辑无区别,为原版存储逻辑。
所以你要改动其他三个选项之一后,才能看到区别。这三个选项分别是:全局的堆叠数量(写着"stack limit"的拖动条)、同种物品同种堆叠数(前者下方的有"-和+"的那一行)、单个物品(类)的数量上限(鼠标指针在设定存储物品的位置上时)。
这三者对Multistack是否启用有着不同组合的影响,一个一个说明起来太麻烦了,这你得自己试了。
Anyway, it's second to last to load for me, and it works great. Only thing to watch out for is check configuration once the storage building is constructed, as it can forget it's settings from when it was a blueprint.
I have no idea how Stack Gap works and I wondered if its because Stack Gap saves container settings to the map they're set up on but if it's integrating with other mods (like AFS mods) that are not sensitive to grav chips jumping across maps, maybe it works just fine.
I've not tested the issue since the last Rimworld 1.6 patch (last week?) because I'm on a play-through where I am only just about to start building my first Grav Ship so I should know in the next day or so.
Common Sense lists it as a problem but why would this mod even cause that?
-Craft Component, set it to bring it to best storage
-Takes the freshly crafted one AND the others from a shelf (higher priority) handled by this mod to my main storage (normal priority).
Same thing if you set it to put it on the floor after crafting, hauler will come and take both the fresdh one and from the shelf to other storage.