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Let's say I make my workbench make 3 bionic legs, and they go into a stockpile to be stacked, the workbench counts those 3 as a single instance, so the work order never ends until I've got 3 stacks of half a dozen legs.
Needless to say, I didn't notice this until too late and now I have more bionic legs than actual legs to fit them on.
Game thinks you have 1 due to stack limitation, and now you have 19 adrenaline ribs, hey at least it was something i could use, but imagine having 19 peg legs. LOL
On NEUROTRAINERS that's a whole different thing, when prioriteze using the item, it will consume the whole stack, imagine having 3 cooking neurotrainers and 1 pawn just used 1, but his skill went from 11 to 13, but it consumed a stack of 3. wait what?
Edit: Cult Studies repeat research works fine some I'm wondering why yours isn't repeating.
But when i start clearing up and removing ever mod and i stummbeld uppon this one .
When I reachers pas the first tech my game start "crasing"( or atleast mild stutters to big spikes) an bugging about stockpile capaciteit and speed of mining. i hadn´t had this before when i played with a few mod.
I personaly love this mod and this one ofthe first i dowloaden and loved it but now it eat up my game fun. i hope the maker of this mod can fix the problem of me or maybe from more people.
I don´t know if i should call this a bug report.
but I hope this helps you.
ps sorry for the bad english
pps try to keep making more of these mods
EDIT: Can confirm. Opened up my save file in a text editor, removed my research progress on the stacking upgrades, and my FPS shot through the roof.
Any colonists you get after doing the research dont get the benefit from it. Which makes sense but kind of makes the research not too good long term?