RimWorld

RimWorld

Stack Merger
431 Comments
biship Mar 8, 2021 @ 7:35am 
Same :(
TT_PLEB Dec 25, 2020 @ 2:56am 
This is apparently added to base... but I still have loads of small stacks of stuff everywhere instead of a few full stacks.
Dustreaper Apr 22, 2020 @ 7:12am 
Meanwhile i got 10 stacks of eggs... of 1 each.....
Fluffy  [author] Mar 5, 2020 @ 1:49pm 
@draconismaximus; No, this mod does not do that. I do sympathize with this problem though, which is why I added this behaviour to Extended Storage, by Skullywag (and a bunch of others).

They're not exactly normal shelves, but they _will_ help greatly in cleaning up your stockpiles. If multiple of the extended storage units are in the same room, pawns will try to merge goods as much as possible.
nhatanh0475 Mar 5, 2020 @ 8:57am 
@draconismaximus This mod has merged into the core game so every in this mod is already in the game. And nope, this mod will not updated so it won't do the thing you need in the future. Second I don't which mods would do that so sorry.
draconismaximus Nov 26, 2019 @ 11:31am 
Hello, I am looking for a mod that will merge stacks within and between shelf storage. Does this mod do this? I really appreciate your other mods. Shelves to remove beauty penalty in a large stockpile are rendered completely useless without insane amounts of micromanaging because they will not merge between shelves.
Microsoft Excel Jul 19, 2019 @ 11:54pm 
Congrats on making it into the base game! I just came back to Rimworld after a break for 2 years, I've been seeing lots of my favorite mods being added to the base game recently
Fluffy  [author] Jun 12, 2019 @ 3:11pm 
@All; This mod has been fully incorporated into the game from B19 onwards, with no significant changes to functionality. I will not be updating it, as there would be no point.

If you can right click a stack to manually make pawns merge it, that means it's working. If pawns aren't doing it automatically, something else is wrong. A common problem is that you have too much hauling jobs, as merging is a low (the lowest) priority task. Make sure you have enough pawns set to hauling, or use mods to increase the priority of the merging job specifically.
蘑菇蘑菇炭 Jun 12, 2019 @ 10:43am 
in the vanilla game of version 1.0, I found pawns won't merge things from one storage to another. it's unfriendly to multi-storage. so could you resurrect this mod and fix it?
Wiktor2807 May 23, 2019 @ 11:32am 
*force
Wiktor2807 May 23, 2019 @ 11:32am 
Is it? Pawns dont really merge themselves if I don't make them(dorece them) to do it.
Or is it just me?
Living Joker Mar 31, 2019 @ 6:23pm 
Having the same issue as the previous commenter, but I will admit I'm abusing animal hauling. Maybe just the pawns try to haul to stacks, but my animals definitely don't.
Hells Malice Mar 21, 2019 @ 5:19pm 
Incorporated into the game my nuts. I have about 30 partial stockpiles that beg to differ.
Shu Mar 8, 2019 @ 7:35am 
@Fluffy - I see. Thank you anyaways! :)
Fluffy  [author] Mar 8, 2019 @ 6:32am 
@inn0s; as Jonathan Zee Cat pointed out; no, there won't be, because it's in the base game now.
'Zee Kat Mar 3, 2019 @ 2:50pm 
"THIS MOD IS PART OF THE GAME FROM B19 ONWARDS
This mod was incorporated into the game in B19, and is thus no longer necessary - and will not be updated."
Shu Mar 2, 2019 @ 2:02am 
Will there be a version for 1.0 Rimworld? Love this mod and would like to continue to use it :)
Fluffy  [author] Feb 21, 2019 @ 10:49pm 
@Zeroyue; if you use my Work Tab mod, you can already do that. Expand the hauling column, and find the task for merging, then crank that all the way up.
Zeroyue Feb 19, 2019 @ 7:46pm 
Is it possible to make a merge work tab or do something like merge urgently like haul urgently? I really want a colonist who will do nothing but merging
Luetin Feb 10, 2019 @ 11:50am 
thanks for providing this pre 1.0
Fluffy  [author] Dec 26, 2018 @ 11:47am 
If we had a moderately sized base with 10 stockpiles, each with 10 half-full stacks, and we assume that a valid job is found halfway through each time we look, that would amount to 5^3 checks each tick, for each pawn. On larger bases, the load would exponentially increase as the number of pawns, stockpiles, and stacks in stockpiles increases.

So yes, caching stacks eligible for merging does make sense. If you don't believe me, maybe you'll believe Tynan, as he's implemented the mechanic using almost exactly the same caching approach.
Fluffy  [author] Dec 26, 2018 @ 11:47am 
2) The RimWorld code resolves tasks whenever a pawn is looking for work, which can happen each tick if there are no tasks available, so 60 times a second for each pawn (and each possible task, but I'll limit myself to the merging task here). Establishing whether any given item is eligible to be merged involves checking if that item is allowed and is reachable. The allowed check is trivial, but the reachability check is a simplified pathfinding problem and does have a non-negligible cost. Not only does that check need to be performed for the 'source' item, but also for any number of possible 'target' stacks.
Fluffy  [author] Dec 26, 2018 @ 11:47am 
@Zealord; Merry Christmas to you too!

I was comparing this mod to another, and noting their differences. I stand by the observations I made, for two main reasons;

1) RimWorld is heavily CPU bound. RAM is almost never a concern except in the most modded of games. As such, it's CPU load that matters, not memory used. In addition, we're talking caches of several hundred references at most here - that's not going to put a dent in your memory usage.
Zea Dec 26, 2018 @ 9:18am 
It's absolutely ridiculous to even note CPU times and claim better performance for such trivial tasks. Don't blow it up; we're talking about nanosecond procedures here. Caching is a trade-off between RAM and CPU, so at least mention your mod consumes a larger amount of memory.
Fluffy  [author] Dec 23, 2018 @ 12:15pm 
Thanks for the kind words everyone :).
@james76543; while I'm certainly flattered, the code is actually virtually identical. You could increase the priority of hauling (or merging with my Work Tab mod), or just add more haulers?
Jay Nov 25, 2018 @ 1:16pm 
Thanks for keeping this updated and for having it implemented into the game!
Copper Boltwire Oct 28, 2018 @ 10:15am 
Please Don't update this mod to v995649464
(YES, I'm very punny)
james76543 Oct 22, 2018 @ 8:03pm 
This is supposed to be implemented into the game? NOT as well as this mod had covered it. My B19 playthrough took forever to organize, even if they eventually would (which I never noticed) :(
SmugFrog Oct 20, 2018 @ 1:39pm 
Thanks for keeping this updated and for having it implemented into the game!
Fluffy  [author] Oct 16, 2018 @ 3:55pm 
@AStro88; 100%. If you can order them to do it manually, they'll eventually do it automatically. But keep in mind it's a low priority job. Either make sure you have enough pawns doing hauling, or use another mod (e.g. my Work Tab) to increase the priority of the merging task specifically.
Fluffy  [author] Oct 2, 2018 @ 1:30am 
@HowMuhKevinNah, @TheSeanMacLeod; it does look like the merging job should be done, given that you've assigned it the highest priority. Make sure you haven't done something silly, like restrict the zone, made the zone a prison labour zone (mod), or that you're trying to merge between two or more stockpiles (only works in the same stockpile).

If all that fails, I'm sorry, I can't help you. If you can get it to fail without any mods, report it as a bug. Otherwise, I'm afraid you'll have to go on a conflict hunting mission by enabling mods until it fails.
"The" SeanMacLeod Oct 2, 2018 @ 1:24am 
@HowMuhKevinNah
It's because stack merging has the absolute lowest base priority in the game.
Stormo Oct 2, 2018 @ 1:03am 
Congrats on getting your mod integrated into the main game. We won't forget you or your hard work, Fluffy!
HowMuhKevinNah Oct 1, 2018 @ 9:01pm 
@Fluffy - I can indeed right-click partial stacks to manually get a pawn merge it. That's hardly a solution, though - and I don't understand how the issue could be with priorty. Like I said, I've got the stack merging task set to a higher priority than literally any other task [i.imgur.com].
Synaptic Wanderer Oct 1, 2018 @ 12:45pm 
I can't thank you enough for everything you've done for us. o7
Fluffy  [author] Sep 12, 2018 @ 11:02pm 
@HowMuhKevinNah; the last time I checked, it was pretty much identical to my version. You should be able to right-click partial stacks to force merging - if that works it's a priority thing, if it doesn't it's something else (forbidden? different stockpiles?)
HowMuhKevinNah Sep 12, 2018 @ 6:19pm 
@Fluffy - I'm having issues getting the vanilla version to work. Using work tab, I've set "merge stacks" to a 1 priority above literally every other job and it's still not getting done. I never had this issue with your version. Is it possible that the vanilla implementation is different?
Fluffy  [author] Sep 12, 2018 @ 11:02am 
I'm sorry, but I'm finding it hard to be polite here.

PLEASE READ THE FIRST TWO LINES OF THE DESCRIPTION.
SargentoPiroka Sep 12, 2018 @ 6:56am 
pls update =]
jefferstb481 Sep 11, 2018 @ 11:51am 
can you up date your mod thank you :steamhappy:
Fluffy  [author] Sep 9, 2018 @ 9:36pm 
@MulletOnFire; it is the lowest priority job in the hauling category, yes.
MulletOnFire Sep 9, 2018 @ 3:52pm 
I was frustrated with this seemingly not working in b19. I had multiple stacks of the same thing cluttering up storage for the longest time. Well it turns out my colonists had also been very, very busy for the longest time. Once I started getting some idles, the stacks got combined. Maybe merging stacks is the last thing they feel like doing.
游侠长 Sep 8, 2018 @ 12:52pm 
wont forget ur contribution when b19 incorporate it. thx
Mittsies Sep 7, 2018 @ 12:21am 
Thanks for making this mod, glad to see it was added to the base game.
Fluffy  [author] Sep 4, 2018 @ 7:18am 
@TheSpearSTL; B19 pretty much literally copied this mod, so I highly doubt that. Make sure you have enough pawns doing hauling jobs or things will get backed up.
TheSpearSTL Sep 4, 2018 @ 6:53am 
I'm playing B19 and we STILL need this mod desperately
Tattered Ribbon Sep 3, 2018 @ 11:44am 
Attention poeple! Read this before posting! This mod is now part of the base game, Pawns will merge stacks automatically in the normal game now, there's no need for this mod to be in B19.
既见未来,为何不buy Sep 1, 2018 @ 10:15pm 
b19,please
NovaDragon Aug 31, 2018 @ 7:07pm 
Thanks for the mod, and Cheers to it being incorperated into vanilla, you did a great job mate!
theunspeakable Aug 31, 2018 @ 4:43pm 
@赵迪 It is in the base game.