RimWorld

RimWorld

Hauling Hysteresis
34 Comments
pureMJ 22 Jun, 2024 @ 10:23pm 
nubcake -MeoW- 11 Aug, 2019 @ 2:16pm 
I searched everywhere for something that does this until someone else brought this mod to my attention. Now included and updated in Rimworld Search Agency mod. :o)
Bischoff 19 Nov, 2017 @ 4:41am 
@Hello Kitty, I think you mean b18 and no, it won't be updated. as you can read two posts below it was integrated in the search agency mod for a17
Master Cat 19 Nov, 2017 @ 1:32am 
Looking forward to a17 update. Thanks!
Bischoff 1 Jun, 2017 @ 9:05pm 
good to know, thank you
Tenshi3 1 Jun, 2017 @ 1:30pm 
This is integrated into a different mod by someone else for A17

Storage Search A17 - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=726479594
Bischoff 1 Jun, 2017 @ 12:20pm 
will there be an update for this? Vendan (the author) didn't update his fridge mod either. fortunately someone else did it there...
Kehwar 29 May, 2017 @ 12:00am 
Doesn't seem to work in A17, hopefully will be updated
Demon of Razgriz 28 May, 2017 @ 12:36am 
Does this need to be updated to A17 or is it already compatible?
wyoian 27 May, 2017 @ 3:49pm 
a17! for big colonies this is a must half my hauling tasks are refilling fridges and kibble piles lategame. Anyone know of something similar in the meantime till this one gets updated?
Alex 26 May, 2017 @ 10:32pm 
Looking forward to a17 update. Thanks!
RemingtonRyder 16 Feb, 2017 @ 8:36pm 
By the way, if you set the threshold too low on Hoppers, cooks will sometimes start ten jobs in ten ticks. 40% and above should be fine.
EldVarg 25 Jan, 2017 @ 1:44am 
Does this work with ExtendedStorage? Refilling 50% of 800 will be 400?
EAST 15 Jan, 2017 @ 2:15pm 
@Kell already? Could you introduce that mod? If you are talking about this Hauling Hysteresis mod, it seems to be a different mod than the one i want to limit per cell. If other mod already exist, it would be a great pleasure for me to find that mod for a long time
Kell 12 Jan, 2017 @ 11:39pm 
@East there is already a mod of your wish.
And it doesn't make much sense to integrate too much functions in one mod.
Think about 1 mod and all modded features within... i won't subscribe ;)
EAST 11 Jan, 2017 @ 12:00pm 
I'd like to limit the maximum number of things I store per cell. This is because the problem of being blocked when several people access the same item at the same time, or because the amount of stacking a particular item is too large to be distributed anywhere else.
Can you add the above function to this mod?
hipergo 4 Jan, 2017 @ 1:04am 
Can it be added safely to existing save file?
Vendan  [author] 1 Jan, 2017 @ 4:37pm 
updated to A16
Cancun101 23 Dec, 2016 @ 12:34pm 
As an FYI to all - storage search includes this mod and is updated to A16.
Emolk 21 Dec, 2016 @ 11:06pm 
Please update!
LisanAlGaib 20 Dec, 2016 @ 7:18pm 
+1 vote for A16 update
captainhahnsolo 1 Dec, 2016 @ 4:52pm 
The "improved" version of the stack size mod uses a DLL to dynamically multiple stack sizes for all game items by 10x. The original version just replaced all vanilla game items with new xml defs that have larger stack sizes. (thats what the mod page says anyway)

I have a few Hay storage areas set to refil when at 50%. They hold up to 2000 hay in a pile with the improved increased stack mod. They should try to refil them at 1000 but my pawns wont try to refil until it hits 100. Even then, they wont fill it back up to 2000, they make one trip until the stack is above 200 then they stop hauling to that location.

This only happens when i set the hysteresis to anything other than 100%. If I set the storage area to 100% then they haul till it is full every time.

Should have been more specific, sorry.
Thundercraft 30 Nov, 2016 @ 8:42pm 
Plays weird how?

Would this also play weird with Increased Stack (which is not the same as the "Improved" version)?

And I would assume any issues would also affect Storage Search since it includes Hauling Hysteresis.
captainhahnsolo 25 Nov, 2016 @ 12:24pm 
This mod plays weird with "Improved Increased Stack", which multiplies stack size by 10x. Not sure if this mod recognizes the increased stack size when factoring in the decision to re-supply the stockpile.
PIT_DEFENDER 17 Nov, 2016 @ 2:27pm 
I will love you forver xD
krzarb 6 Nov, 2016 @ 2:45am 
Great mod, it really helps cut back on needless hauling tasks :)
As Draconicrose mentioned, it does conflict with the mod Storage Search. When both are loaded the UI for this mod disappears.
Draconicrose 28 Oct, 2016 @ 7:50am 
Apparently this doesn't work with Storage Search, regardless of whether it's loaded before or after. Also, as a sugestion, would you please upload a screenshot of what the UI is supposed to look like? Thanks.
Vendan  [author] 23 Oct, 2016 @ 6:18pm 
no, it doesn't cause stacking, though that would be epic. I can look into it though :). Right now, this is mostly for the case of having a small fridge (Say, a RimFridge :D) in your dining room. Base Game: Colonist grabs and eats one, another colonist runs to your main fridge, grabs 1 meal, hauls it to the dining room. What was the purpose of having the fridge? You just shifted who's grabbing the meal? With this mod and setting it right: Colonist eats meal, nothing happens. 9 more eat meals, finally 1 colonist runs to the main fridge, grabs a stack of 10, and hauls it to the dining room. 10% of the labor of the base game, WIN!
ꌗꉣ꒒ꂦ꓄ 23 Oct, 2016 @ 3:45pm 
Additional to previous post: Now all you need to do to make it even more amazing is to find a way to get colonists to favor 'sides' of the stockpiles. Make it so they always drop items into the stockpile at the (for example) west-most side, instead of just flinging things down on a random tile.... :D
ꌗꉣ꒒ꂦ꓄ 23 Oct, 2016 @ 3:44pm 
Wait wait wait... so will this mod, if you placed a stockpile ON TOP OF four squares each with, say, 5 marble bricks, cause the colonists to scoop up all the 20 stones into one tile? Or will they not touch/combine partial stacks? Because if it did? I can imagine a lot of people would be overjoyed..... ;)
Vendan  [author] 22 Oct, 2016 @ 5:59am 
@DeathKnight: It's on a tile by tile basis, but yes. If you set it to 0, colonists will only haul things to empty tiles.
DeathKnight. 22 Oct, 2016 @ 3:43am 
I dont understand how the slider works.If i change it to %0 will colonists only fill that storage if its fully empty?