RimWorld

RimWorld

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OgreStack
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
525.552 KB
21 Jul, 2018 @ 1:16pm
19 Jul @ 4:11pm
32 Change Notes ( view )

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OgreStack

In 1 collection by Ogre
Mods by Ogre
3 items
Description
Mod for customizing stack sizes. As well as the ability to target specific items.

Improvements for v1.0
  • Stack changes now do NOT require a game reload, if a stack is modified below a set stack size the stack is split up into smaller stacks. Should still save your game after every stack size adjustment; because if you adjust stacks, dont save, then reload a game, you could lose items.
  • Custom in game menu lets you pick between different modes ( scalar / fixed )
    • scalar: multiplies the base count by the number specified
    • fixed : simply sets the stack size to the number
  • Attempted to make it more clear how to set individual overrides via the Overrides.xml file.

Load Order
  • It hopefully won't matter. The stack modification code attempts to run after initial processing is complete. But if you have problems. Try moving OgreStack to last place.

Defaults
(Groups)
  • Small Volume Resources : x30 - ( gold, uranium, ... )
  • Resources : 1000 ( steel, wood, plasteel, ... )
  • Raw Food : 1000 ( corn, rice, ... )
  • Raw Meat : 1000 ( meat, eggs, ... )
  • Raw Plants : 2000 ( smokeleaf leaves, ... )
  • Meals : 150 ( fine meal, lavish meal, ... )
  • Animal Food : 2000 ( kibble, hay, ... )
  • Foods : 1000 ( pemmican, chocolate, ... )
  • Items : 20 ( horns, mech serums, ... )
  • Body Parts & Implants : 5 ( arms, bionics, ... )
  • Textiles : 1000 ( cloth, wool, ... )
  • Leather : 1000 ( leather )
  • Stone Blocks : 2500 ( granite, marble, ... )
  • Manufactured : x10.0 ( components, wort, chemfuel, ... )
  • Medicine : 75 ( herbal, glitter, ... )
  • Drugs : 4000 ( smokeleaf joints, yayo, ... )
  • Mortar Shells : 25 ( antigrain, high explosive, ... )
  • Artifacts : 10 ( psychic lances, ... )
  • Other Stackables : x10 ( other items that stack but do not use vanilla game categories )

(Individual)
  • AIPersonaCore : 1
  • TechprofSubpersonaCore : 1

Updates
  • Jan 6, 2020
    • Allow stacking of items with CompQuality, so long as the original content author wants the item to be stackable (like Wine in Vanilla Factions Expanded - Medieval)
  • August 20, 2018
    • Changed input boxes to plain text and parse input. Should fix strange '1E-06' type of input errors.
    • Removed all default item overrides except for 2 related to persona cores (this change will only be for new subscribers, or current subscribers who delete their Overrides.xml file)
    • Added various buttons for Presets in the settings window, should make setting stack sizes even faster
    • Altered text in overrides section to indicate that section is only for users comfortable in XML files, and who want to target one off ThingDefs to stack different than the configured settings

Translations
  • Japanese : Proxyer
  • Spanish: 53N4
  • Russian: LeonusDH

Feedback
  • Upvotes are much appreciated, Thanks!
  • Reasons why you don't like the mod are much better in the comments opposed to a downvote. That way I might be able to fix it!

GitHub: https://github.com/cmdprompt/OgreStack
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Custom Support List
Ogre
679 Comments
jpinard 16 hours ago 
Does this affect how much a shelf can hold?
Phonicmas 25 Aug @ 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] 24 Aug @ 12:49pm 
@Anker: this mod has no job code whatsoever.
Anker 23 Aug @ 4:04pm 
Or... No, it's back. I have no idea what's causing this issue.
Anker 23 Aug @ 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 23 Aug @ 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 17 Aug @ 6:40am 
even if i set the max stack to a high number it doesnt wanna stack to that
Ogre  [author] 12 Aug @ 8:05pm 
@jiopaba. Yes you can add them to your overrides.xml.
Jiopaba 12 Aug @ 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 10 Aug @ 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.