RimWorld

RimWorld

Stockpile Efficiency
50 Comments
liquidrogue  [author] 8 Mar, 2020 @ 7:24pm 
@Sion this functionality should be built into the game by now.
Sion 3 Mar, 2020 @ 6:38am 
1.1?
TheEventHorizon 31 Aug, 2017 @ 6:51pm 
will this be updated?
RuFal 25 Aug, 2017 @ 11:56am 
Please reset mod. Пожалуйста обновите мод
Jagroy 19 Jun, 2017 @ 3:56pm 
please update. i have 3 piles of gold under 40 each... and with all the micro managing that is already in the game, i really need this
Maverick 18 Jun, 2017 @ 11:12pm 
Do you work for an update?
Der fette Mann 2 Jun, 2017 @ 6:45am 
Akro 29 May, 2017 @ 4:33am 
Thankyou:steamhappy:
Lowlife 26 May, 2017 @ 2:01am 
Thanks for youre honesty, and i'll check out Fluffys stuff. I't was not my meaning to sound needy. Hope you have agreat day.
liquidrogue  [author] 25 May, 2017 @ 8:41pm 
Oh snap! I haven't been in the Rimworld scene for a while. I didn't even notice that A17 was released. I'll to update it, but frankly, I'd recommend going with Stack Merger. Fluffy is much more dedicated than I am, and I expect his mod is more robust as well.
Lowlife 25 May, 2017 @ 5:26pm 
Love youre mod, but as of A17 i can´t use it, is this mod going for A17 anytime soon?
detheagle666 9 May, 2017 @ 10:02pm 
I've noticed that for some reason this mod seems to mess with the JobGiver. It will have a pawn try to merge stacks, fail, and then force try again. Which results in that pawn trying to do "10 jobs in 10 ticks" which is lagging out the game, even on my beefy computer. I'm not sure why exactly its doing this, but restarting the game and/or deleting the offending stack fixes it
betrongus 28 Apr, 2017 @ 8:18am 
this will help alot my idiot dogs keep hauling steel up and drops it in random spots without a care in the world
Jane The Cat 15 Apr, 2017 @ 6:31am 
Okay. This mod has actually ruined my colony. I have a pretty developed colony with a huge amount of resources, but I can't progress it any more. Why? Because as soon as a tile can have more, everyone moves to add to it. No research has been done in three seasons and there have been stuff from orbital trades just left outside for many days now. When I tried to remove it, it corrupted my most recent save file. It's fine if you don't plan on making the colony big but if you want a big colony stay far away from this mod.
liquidrogue  [author] 12 Apr, 2017 @ 4:26pm 
@TheThinker93 I use a stack increasing mod too, and it's worked fine for me. Have you tried loading mine after Stack XXL? I'll take a second look myself soon.
TheThinker93 10 Apr, 2017 @ 5:08am 
Don't know if this has already been said, but your mod conflicts with anything that increases stack size, be it XML editing of the base game, or a mod like Stack XXL. Had the haulding going just fine ... if I was okay with leaveing the stacks at 75 instead of 100 like I had them changed to (it's a nice round number). Other than that though, its nice to see a mod like this released. Hope that the problem is easy to fix.
liquidrogue  [author] 12 Mar, 2017 @ 1:43pm 
@YaHabibi nope, totally compatible with existing saves.
Zubat Man 12 Mar, 2017 @ 11:39am 
Thank you... Thank you so much.
Haroon 12 Mar, 2017 @ 11:02am 
Do I have to start a new game?
Taiyou 23 Feb, 2017 @ 5:04pm 
Hey, just wanted to let you know you should throw up a disclaimer to not use it with stack merger. It kills the workgiver if you do! Kind of common sense but I'm sure other people will make that mistake.
TCJaime 14 Feb, 2017 @ 6:57am 
Thank you, thank you, thank you. You saved me from the 15 stacks of potatoes that only contain like 6 potatoes each. Mod works wonderfully and I have NOT noticed any performance issues at all.
Starfoth The Burgundy Silk Rug 13 Feb, 2017 @ 1:22pm 
@Perfect way to describe it :P
jcewazhere 13 Feb, 2017 @ 1:08pm 
Yay stockpile defragmenting!
Mr Monti 12 Feb, 2017 @ 1:41pm 
THANK FUCKING GOD A MOD LIKE THIS FINALLY EXISTS
Rolphaline 11 Feb, 2017 @ 1:08pm 
this mod caused my game to lag spike every tick, basicly only getting 1fps
liquidrogue  [author] 11 Feb, 2017 @ 6:24am 
@krottos Yes, it's completely save game compatible.
Numeran[rus] 11 Feb, 2017 @ 5:23am 
Oh as I mestat about it to a mode!! you just the best of the best!:ghlol:
dr46onfusion 11 Feb, 2017 @ 5:01am 
There's still this problem where you want a miner to drop of resources at a specific 'area', so that other workers can transport it to the base without interrupting the mining process.
And this applies to chopping and hauling logs from trees too.

Pawns haul items if they are doing nothing, but what if there's a mod that lets them 'hold' onto ores or logs whilst mining and will be a semi-hauler while doing gathering or crafting related jobs?

I mean, this is the point of people having backpacks or bags right?
krottos 11 Feb, 2017 @ 12:02am 
save game compatible?
Prati 10 Feb, 2017 @ 1:35pm 
Wow gotta say I'm surprised to see that this WASN'T a thing currently done
brigadon 10 Feb, 2017 @ 8:06am 
This concept is one that has been desperately needed for a very long time.

I have been faking it up until now by making stockpile 'areas' with a higher priority, for when i have a generally good idea of how many items I am keeping in stock, but for items that you tend to have gluts, like harvests, where refrigerated space is at a premium due to power demands, this will be an absolute lifesaver.
liquidrogue  [author] 9 Feb, 2017 @ 5:25pm 
@Alstorp Unfortunately, yes, it's possible that the colonist will choose a far-away stack to merge with. And if all you have are those 2 stacks, it will definitely happen. I recommend not making stockpiles that are _too_ large :)
Alstorp 9 Feb, 2017 @ 4:24pm 
Will the AI try to stack two items that are as close as possible? If I have two stockpiles far away from eachother, I don't want pawns walking back and forth to try and stack the 20 steel with the other 20 steel lying 100 meters away for example.
Linked 9 Feb, 2017 @ 10:03am 
GOD BLESS YOU SIR
Madman666 9 Feb, 2017 @ 3:49am 
You and Fluffy are seriously awesome, this had to be in the core game from the start, you know? Finally no more storages littered with 2-3 sized wood piles. I don't know which mod I am going to use, but its definitely a like and a sub to both, just out of respect and gratitude.
Robert V. 8 Feb, 2017 @ 8:44pm 
I'm surprised that this mod and Stack Merger were published at almost the same time and do the same thing.
turtuhl 8 Feb, 2017 @ 5:00pm 
Thanks for this! It always bothered me that the pawn never did this by default. :-)
HaZ 5 Feb, 2017 @ 1:18am 
ok, works pretty fine on normal stockpiles, but the pawns still try interact with baskets and other stuff from Extended Storage, and they just stand still and does nothing, for a fraction of a seccond i can read the action "hauling something" on the actions bellow, and go back to "standing". idk why that happen...
Fluffy 5 Feb, 2017 @ 12:49am 
Hey liquidrogue,

You shouldn't turn people away just because I did a similar mod. Choice is pretty much always a good thing, and we're taking slightly different approaches to the problem. Second, apparently my version has a few more bugs, so (for now at least) yours is the better mod!

Also, just to be sure here, I feel like your comments on coincidence on my thread, and the similar comments here could be construed by some as if one of us has been copying from the other. This is categorically not the case. Our code is similar because there's only very little ways in which to do this, but we still have different approaches. Also, by the time I had my first versions on github, you didn't have the mod on steam yet.
AngryCupcake 4 Feb, 2017 @ 10:11pm 
Dude, your mod changed my life. The second I loaded my game they got to work and piled everything neatly. I no longer have to kill myself. Bless you
HaZ 4 Feb, 2017 @ 8:52pm 
thanks for the fast reply :)
liquidrogue  [author] 4 Feb, 2017 @ 8:50pm 
@Haz_MiDNight I play with extended storage currently. My mod's logic doesn't look at those building for compaction. So, while it won't do anything with food bins, for example, it also won't exhibit any of Fluffy's Stack Merger strange behavior either.
HaZ 4 Feb, 2017 @ 8:43pm 
works with extended storage mod?
liquidrogue  [author] 4 Feb, 2017 @ 8:43pm 
Wow, what are the odds? Same day, nearly same code. That's crazy!
liquidrogue  [author] 4 Feb, 2017 @ 8:07pm 
So glad it's working for you! Be sure to let me know if you find any issues
123nick 4 Feb, 2017 @ 7:55pm 
this needs more attention! :D
hussar 4 Feb, 2017 @ 5:12pm 
Yessssssssss!
sirsilloh 4 Feb, 2017 @ 1:38pm 
You are a hero sir! I salute you