RimWorld

RimWorld

[Remade+Updated] Stockpile Stack Limit
63 Comments
XaN 24 Jul, 2021 @ 2:38pm 
@mxdanger thank you!
mxdanger 21 Jul, 2021 @ 6:31pm 
@XaN use Stockpile Stack Limit (Continued) instead
XaN 21 Jul, 2021 @ 5:07pm 
1.3 update?:)
Mlie 1 Nov, 2020 @ 1:15pm 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2274678322
Hope it helps anyone!
Cozar 14 Oct, 2020 @ 9:02am 
Would you consider a total stockpile limit? So, for example, if I have a 2-cell medicine stockpile with a stack limit of 5, pawns would store 2 different types of medicine (e.g. herbal + regular or regular + glitterworld) but would never store 2 stacks of the same type.
platinumhawkzz 30 Sep, 2020 @ 7:25am 
Agreed, but I think it is up to satisfiedstorage to take into account the reduced stack capacity of this mod. I'll ask on their page
Sir_Wun 26 Sep, 2020 @ 7:23am 
Would it be possible to combine this mod with "SatisfiedStorage" from Ryder?

They are not compatible but both functions are very useful!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2003354028
lilwhitemouse 28 Aug, 2020 @ 3:01pm 
From this author:

Hey, if you'd like to try and make Deep Storage compatible with this mod the source code is up on Darkside's workshop page that this originates from.

https://github.com/waingt/StockpileStackLimitRemade

I never bothered forking the code to try and track down our incompatibility, but if you want to fork the project and put in more compatibility, it's an MIT license!
mxdanger 28 Aug, 2020 @ 1:53pm 
Does this mod have a GitHub repository? Would make keeping the mod up to date very easy as people could make their own commits to update things along with adding stuff that should be required like dependency and load order metadata.
ELLIOTTCABLE on Discord 24 Aug, 2020 @ 10:49am 
Hey - it'd be great if you could include the "load after Pick Up and Haul" restriction to the mod's metadata, so the game's mod-autosort feature could work properly! (Also, it'd help those of us using Fluffy's Mod Manager to manage mod-lists, haha. <3)
Eng-Chasers 21 Aug, 2020 @ 9:12am 
This works for me in 1.2 version in my load order
I have Pick up and Haul, Deep storage, Deep storage GUI, Simple Storage
Pick up and Haul is loaded on top as suggested in its page.
Camaleão 16 Aug, 2020 @ 8:06am 
+1 to 1.2
XaN 15 Aug, 2020 @ 2:06am 
1,2 pls :)
Confused 13 Aug, 2020 @ 5:22pm 
Does this still work in 1.2?
lilwhitemouse 20 Jul, 2020 @ 6:55pm 
You need to replace strings in the C# code with translation keys. So instead of
..., "Set limit for this.");
do
..., "SSL_LimitPrompt".Translate());

Then you have a keys language XML file (many examples out there)
Of course if you already knew that, never mind ;)
🦽sellophane  [author] 20 Jul, 2020 @ 5:05pm 
@LingLuo
Of course man. I'm not familiar with localization in Rimworld so I won't be any help but you're more than free to translate this.
LingLuo 20 Jul, 2020 @ 3:17am 
I like the features of this mod very much, but found that it does not add a connector for translation. Can I make a translatable version or other language version based on this mod?:mw:
Visoth 18 Jul, 2020 @ 12:22pm 
I've got a bunch of other mods (including Stack XXL and Deep Storage) and everything was going well until this morning. I started getting consistent freezing/crash at a certain time in-game. I narrowed it down to this mod. I assume a pawn was doing something with a stack which triggered it. (maybe an animal ate the remaining Haygrass in a stockpile, and then the pawn that tried to refill triggered this crash).

I had to uninstall the mod, make a new save without the mod, and then re-enable and so far everythings working okay again.

I read in the description that the mod might not work properly if you use stack limits on Deep Storages objects, and I checked while troubleshooting if I did, and I did not.

Not really asking for help, but just posting my experience today. Would be great if this mod could play better with others.
Naiyasfury 20 Jun, 2020 @ 12:14pm 
Is the player.log spam intentional? I'm running about 20 mods and no other stockpile altering mods. If it is intentional, would you consider making the logging an option? The only reason I ask is because it makes it hard to report errors to other mod authors.
🦽sellophane  [author] 16 Jun, 2020 @ 4:33pm 
Hey, if you'd like to try and make Deep Storage compatible with this mod the source code is up on Darkside's workshop page that this originates from. It's obviously not up to date but truth be told I don't really care enough to go through putting the altered source up on Github.

This mod isn't compatible with really any other stockpile mod. I use Deep Storage when I play, and they work just fine side-by-side. In fact, I even explain in the description that the mods don't play nice together.

Even further, why would a user want to put a limit on your storage buildings? It doesn't make any sense. If you want to add that functionality for someone I won't stop you but to me if someone wants to add some dumb one-off use case they can figure it out themselves.
lilwhitemouse 16 Jun, 2020 @ 2:02pm 
Hey, Deep Storage author here. I got a report that with both mods active, pawns would only take rice to storage ...1...grain...at...a...time. Honestly, I'm surprised it worked at all.

You should post and link to the code on GitHub - not everyone uses Steam, and it makes those people's life easier when it's there! Plus it would mean I could easily look at what's going on and see if I can figure out a way to make it work :)

Anyway, I'm sure we can find a way to let these two mods work together!
AerosAtar 14 Jun, 2020 @ 3:43am 
I am seeing a LOT of "[Stockpile Stack Limit] Thing.TryAbsorbStack begin" in my log. Is that normal?
9bananas 11 May, 2020 @ 12:20pm 
alright, i'll see if i can work something out!

the super weird thing is, that it only seems to happen in exactly 2 spots directly adjacent to a workbench. move the stockpile just 1 spot, and it no longer happens! seems to affect all workbenches.

well, anyway, thanks for the input! cheers!
🦽sellophane  [author] 11 May, 2020 @ 12:14pm 
All I can say is anything you're running that plays around with stockpiles is probably the likely culprit. The code behind this mod plays around with the way stockpiles are seen in the game so if something else is playing around wit h that math it'll cause issues
9bananas 11 May, 2020 @ 12:08pm 
probably! narrowing it down is gonna be...difficult. i'm running around 370 mods :-|

starting the game right now takes about ~15min, so i'm not about to go through the modlist one-by-one, lol!

i was hoping you could take a guess from the error reports over in the discussions tab!

it's not a huge deal, this is more about letting you know than anything else.

i've also posted screenshots that show when the issue appears, and when it doesn't.

the screenshots are also in the discussions tab.

it's really odd, because the pawns always seem to drop the items onto 2 specific spots when they finish a bill, and that spot isn't influenced by the "take to (specific stockpile)" option...

but like i said, there's an easy workaround!
🦽sellophane  [author] 11 May, 2020 @ 9:22am 
What other mods are you using? I've not experienced that behavior myself nor have I received any other reports so I'm betting there's an odd interaction going on with some other mod/mods
9bananas 11 May, 2020 @ 2:06am 
hey smoko! ran into some weird behavior: when a stockpile is almost at capacity. and a pawn tries to add surplus, the bits the pawn tries to add get deleted.

example: luciferium stockpile limited and sitting at 99/100. pawn tries to add 2 more. stockpile remains at 99, the extra 2 are just gone.

issue doesn't happen on stockpiles without limit, only on limited ones, and only when trying to add more than the limit.

any idea what the issue might be?

it's a bit annoying, because bills don't get completed when this happens...

love the mod otherwise!
An Ol' Spicy Keychain 29 Apr, 2020 @ 2:51am 
ah, i finally found a 1.1 mod that does this, this functionality should be in vanilla lol
thank u so much :)
Viper 23 Apr, 2020 @ 4:21pm 
hmmmm. just realized this doesn't appear to be working for me ingame... but I have like 150 mods, so it could be a mod issue.
Viper 19 Apr, 2020 @ 12:05pm 
this mod is starting to feel like a rabbit hole. A reupload of a remake of an update of an alternative of a mod... how deep can we go in the coming years?
🦽sellophane  [author] 12 Apr, 2020 @ 11:46am 
That's cool man
SineSwiper 12 Apr, 2020 @ 8:23am 
Pick Up and Haul is practically Core to me, so that's a non-starter.
NRFBToyStore 9 Apr, 2020 @ 2:41pm 
I was loving this mod... I like to set like 12x bandages next to each hospital bed, or have them put 40x raw materials next to cook instead of the entire 300x pack of meat, etc... But I started having frequent CTD and this mod was all over the log with the pickup orders. Sense I removed, no issue.

I am using some stack (Stack XL) and Haul (While you're up, i think) so maybe just some minor conflicts overloading. Unsure. When I get aggravated enough with my stock piles, i'll try again, and this time save the logs, HEH.
🦽sellophane  [author] 31 Mar, 2020 @ 3:09pm 
Sometimes mods downloaded from the workshop get bungled for whatever reason
Sooty 31 Mar, 2020 @ 3:07pm 
That helped for whatever reason! Thanks so much.
🦽sellophane  [author] 31 Mar, 2020 @ 2:41pm 
Try unsubscribing from the mod, and deleting the mod folder if it still exists then resubscribing
Sooty 30 Mar, 2020 @ 5:50pm 
Hmm, strange. It was working fine just yesterday. Now I turned off all mods except for harmony, core, royalty and stack limit, but I'm still getting the same exception on start up. When I go into a game anyway, the field for entering the limit is not showing up. I even re-subscribed to both mods to get a fresh download. Any ideas what might be wrong?
🦽sellophane  [author] 30 Mar, 2020 @ 12:59pm 
As of right now I'm not getting any errors playing with a modded save on the most recent update. There is likely a conflict with another mod you have. If you can narrow down where the conflict occurs I can potentially resolve the issue.
Sooty 30 Mar, 2020 @ 12:35pm 
Thanks for the update. It seems that some update broke it this morning. Here is the log if it helps:


ReflectionTypeLoadException getting types in assembly StockpileStackLimit: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <dbe95457a23e489a865066e846c07c16>:0
Loader exceptions:
=> System.TypeLoadException: Could not resolve type with token 01000017 (from typeref, class/assembly Harmony.CodeInstruction, 0Harmony, Version=1.2.0.1, Culture=neutral, PublicKeyToken=null) assembly:0Harmony, Version=1.2.0.1, Culture=neutral, PublicKeyToken=null type:Harmony.CodeInstruction member:(null) signature:<none>
🦽sellophane  [author] 27 Mar, 2020 @ 3:54pm 
Correct, it's the total number PER STACK that can be stored.

For example, if you have a 1x2 stockpile, and you set the limit to 30 you will have 2 stacks of 30 for whatever you chose to allow in that stockpile.
NECEROS 27 Mar, 2020 @ 12:30pm 
Maybe I am misunderstanding.

I thought you set a percentage to limit the stockpile. The number shown is the actual total number, not a multiplier?

Because if so then ignore me ^_^ This is perfect
🦽sellophane  [author] 27 Mar, 2020 @ 9:31am 
I'm not understanding what you want. You can't store a fraction of an item
NECEROS 26 Mar, 2020 @ 9:32pm 
Please allow us to put the limit below 1. I often want to limit a certain stockpile to a lesser amount.
St-Freedom 24 Mar, 2020 @ 7:51pm 
thanks for updating.
🦽sellophane  [author] 24 Mar, 2020 @ 3:47pm 
I should have been more clear in my comment. There's clearly a conflict going on with your modlist. I can't do anything until you determine what mod isn't compatible with this one. If you want to figure this out you need to start a new colony with no mods and enable one mod at a time to determine where the issue is.

I'd suggest focusing on the stockpile mods first, as that's likely where the conflict is.
Shodan 23 Mar, 2020 @ 7:45pm 
So I played a few in-game days with only the mod stockpile stack limit removed, I had no hang up.
Earlier today I re-installed the mod and the problem came back.
Shodan 21 Mar, 2020 @ 4:40pm 
I disabled only [Remade+Updated] Stockpile Stack Limit and I made it to the next auto save after having crashed about 10 times reloading the same save that couldn't progress

I agree this is likely an interaction with another mod.

Now that I managed two days of progress, I'm going to re-add the stockpile limit mod and see if that comes back again !
🦽sellophane  [author] 21 Mar, 2020 @ 6:16am 
Excuse me, 200 mods, my bad
🦽sellophane  [author] 21 Mar, 2020 @ 6:15am 
You've got almost 400 mods running in your game, and a number of stockpile-altering ones. Have you tried disabling this mod and playing without it to determine if it's actually the cause and not a symptom? You can safely disable it in the middle of a save.
Shodan 20 Mar, 2020 @ 1:32pm 
Hello,
I'm having an issue where the game will hang and it will say the following message over and over in the logs

[Stockpile Stack Limit] Thing.TryAbsorbStack begin

I reloaded my save a couple time and within a day or two it hangs again and I cannot process.

Once I let the game run in the hang state and once it finally unjammed and continued on for a little while like nothing happenned but shortly after the game crashed to desktop

The end of the log was

(this line about 1000 times)

[Stockpile Stack Limit] Thing.TryAbsorbStack begin
Reached max messages limit. Stopping logging to avoid spam.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Here is my modlist
https://pastebin.com/VAaYGnXx

Here is the first part of my log file
https://pastebin.com/aQNm891a

Here is the second part of my log file
https://pastebin.com/etf5jE2E

Here is the third and last part
https://pastebin.com/LKEk22pq