RimWorld

RimWorld

Stack gap
454 Comments
Zombe 16 hours ago 
I have tried this with vanilla sheves and it seems like shelve groups kinda ignore it: it limits number of items per stack, but overall limit does not seem to be affected. Is that a known issue, new bug or am I doing something wrong?
Anex 7 Oct @ 11:45pm 
Requesting compatibility with Neat Storag,e please
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3416243474
eSPiYa 5 Oct @ 4:57pm 
@Vril oh that sucks
Vril 4 Oct @ 3:29pm 
@eSPIYa because the mod is broken right now and we dont even know if it will be updated, and there's no source code to be seen.
eSPiYa 3 Oct @ 6:44pm 
I just discovered this mod and installed it. I'm not sure what is causing the issue between PUAH, APS, or this mod. but a cellar that I set to Critical and will store all herbal medicines stopped accepting any items since I added cloths with 200 limit.
Indigo 25 Sep @ 5:54pm 
Hey is @Andromeda still working on this or is this abandoned? This really needs fixing as it's such an essential mod among the rest that I own.
scry 24 Sep @ 1:57pm 
Works to limit exactly one item type's quantity in a storage spot like a shelf... Seems broken for anything more complicated (like, say, a stack of ten of each of three kinds of items in a shelf). Too bad, it'd be really useful if it functioned as intended.
Yxklyx 24 Sep @ 12:41pm 
It seems to work fine for me as long as you just have one item in each shelf. So for instance I have 20 components on one small shelf on my gravship. Same for medicine.
Readtext 22 Sep @ 11:45pm 
Not compatible with Save Our Ship 2. The ship cannot take off from a planet if the ship's storage limit has been used at least once.
Sakura 21 Sep @ 7:05am 
Hey, there is an odd issue on MacOS version of Rimworld - when trying to set the number manually the moment I click any number it clicks off of it and does not let me set it. On Windows it is completely fine though.
Vril 18 Sep @ 12:14pm 
Yeah, the mod is bugged, its a shame because this is ESSENTIAL mod that should be implemented in vanilla game. Tynan, please do your job!
Jyanwoods 16 Sep @ 8:06pm 
Obsidian disappears when unloading from pawn’s inventory if the stack exceeds 75.

When pawns return from a caravan carrying more than 75 obsidian (in my case, the issue occurred with 100), attempting to place it on a shelf triggers an error message (although the caravan included a pack animal, the obsidian was in a pawn’s personal inventory, and they were attempting to place 100 obsidian directly onto a shelf, not from the animal). Any obsidian above the stack limit of 75 vanishes instead of being split or stored properly.

When loading the same save file without the mod, the obsidian stacks are properly split and stored. In the case of steel, even with the mod enabled, stacks over 75 (e.g., 100) are stored without any issues.
Indigo 2 Sep @ 8:55am 
SRH is percentage base through the whole stockpile/shelves i.e. 60-95% (can be adjusted). It auto fills when below min and stops after max (has an extra mode that turns off auto filling after hitting max).

Stackgap can control the exact number of items either total or per slot/stack i.e. 25-50 min-max. Auto refills like SRH. Has modes that can limit the total, limit each slot/stack individually and/or limit the amount of stacks allowed per type i.e. 2x mode makes it where only 2 stacks of steel is allowed and 1x holds 1 type of each meal instead of 3 similar meals. You can also limit each item/category individually (i.e. steel is maxed out but Jade is 20 max, only 100 meats allowed but unlimited meals, 400 hay/100wool/255 kibble, etc.) Can also turn on/off multi-stacking globally or per storage via checkbox.

Unfortunately Stackgap isn't working as intended (see my comment below) so use SRH til it's fixed.
Vril 2 Sep @ 5:22am 
how this compares to Storage Refill Hysteresis mod?
NoxiousPluK 1 Sep @ 5:13am 
+1 can confirm I have the same issues. Was hoping to use this to have 6 defined stacks on a vanilla expanded storage small pallet (meds, metal, wood, etc - for my gravship) but it either only fills one of them, or only does one stack no matter what the max is set to, or it refuses to store anything.
Indigo 31 Aug @ 5:00pm 
So I tested it again and... yeah it's not working as intended.

New game, Stackgap + Harmony ONLY. 1.6 w/ no DLCs & latest patch.

First pic is after pawns stopped filling the 2x2 zone set to Normal (other zone is Low) on the right only for wood set at 10-50 & limit per slot/stack.
https://ibb.co/QFX09q65

Second pic is having the game run for one full day to see if they touch that stack and... they don't (even after I set it to Critical after I took the pic). You can see pawns are wandering with no jobs queued up:
https://ibb.co/8nPhNYf5

Wood is over 50 limit and after min is triggered they put a random stack between 10-50 and don't correct it ever again. Fill to max only works all the time when min is set to 0, otherwise its random.
Indigo 29 Aug @ 4:31pm 
Same, not filling correctly. min - max if not 0-500 is random sometimes. I get stacks below min that pawns ignore.
吱吱宸 29 Aug @ 3:48am 
I have the same problem as others, the "limit the total number of items in the entire storage" does not work. I set up an area to store only packaged food, and set the limit to 15. The pawn will only store one full pile of 10 and will not store the second pile of 5.
吱吱宸 28 Aug @ 6:25am 
@晓山alreShan
一字一字看完了,谢谢解答,之前还真没注意到图6
晓山alreShan 28 Aug @ 4:59am 
@吱吱宸
对了,展示图6就是Multistack的一个例子。
晓山alreShan 28 Aug @ 4:47am 
@吱吱宸
在1.4及以前,原版环世界的每一个格子只能存放一叠物品;1.5有了物品架,可以在一个格子里放置多叠物品,这个就叫Multistack。
在这个模组里,当一个存储的所有此模组相关选项均为默认时,Multistack的✕和✓状态的存储逻辑无区别,为原版存储逻辑。
所以你要改动其他三个选项之一后,才能看到区别。这三个选项分别是:全局的堆叠数量(写着"stack limit"的拖动条)、同种物品同种堆叠数(前者下方的有"-和+"的那一行)、单个物品(类)的数量上限(鼠标指针在设定存储物品的位置上时)。
这三者对Multistack是否启用有着不同组合的影响,一个一个说明起来太麻烦了,这你得自己试了。
吱吱宸 28 Aug @ 4:16am 
Can someone explain to me what Multistack means? I don't understand the purpose of setting this.
ૐCheesyૐ 28 Aug @ 2:40am 
Yeah same. i play vanilla and its still not working like it should.
сын дурдома 27 Aug @ 11:47am 
@SeanWoo hi! I have the same issue playing a completely vanilla game with only this mod. If you have any information about this in future, please tag me. I also hope the author will pay attention to this. Advance thanks!
SeanWoo 24 Aug @ 2:05pm 
Can anyone share a link to the source code of this mod?
SeanWoo 24 Aug @ 1:40pm 
The restrictions are working extremely strangely. I have 300 metal and two storage containers. I set a restriction of 150 metal on the storage container with a priority of "High", resulting in the pawn bringing 75 metal (1 stack) there. The multistack settings are not helping, and this is all on vanilla storage containers (on the ground)
Molay 21 Aug @ 8:37pm 
I put this mod very low in the modlist, maybe that's why I don't have much issues? As I understand the lowest mods overwrite methods last. It causes a "harmless" error with pick up and haul, something about invalid stack size for pickup, but they still haul as expected. But otherwise it works, stack settings are remembered (though they are not kept from a blueprint to a fully built building for some reason, maybe quality builder issues?).

Anyway, it's second to last to load for me, and it works great. Only thing to watch out for is check configuration once the storage building is constructed, as it can forget it's settings from when it was a blueprint.
Soup_UK 15 Aug @ 11:38am 
@Andromeda appreciate the response. :steamthumbsup: When it comes to storage, I have been using Stack Gap and Stack XXL without issue since before Anomaly. I am going to try Ogre Stack instead, as you flag it as compatible above - and it looks more configurable than Stack XXL. To the best of your knowledge, are there known conflicts with Adaptive Storage Framework? It looks quite cool but Stack Gap functionality is way more important for me.
Andromeda  [author] 15 Aug @ 8:34am 
Most of the problems arise not because of Adaptive Storage Framework compatibility, but because many mods for some reason want to patch/repatch/rewrite the same methods as me. It is simply impossible to maintain 100% functionality in large modpacks
Soup_UK 15 Aug @ 8:27am 
@Molay I'm not using an 'Adaptive Storage Framework' mod but are you saying that storage mods based on it work fine with Stack Gap with Grav Ships? I, and others judging by some comments in the last week or so, have an issue where the Stack Gap settings disappear in containers following a Grav Ship launch.

I have no idea how Stack Gap works and I wondered if its because Stack Gap saves container settings to the map they're set up on but if it's integrating with other mods (like AFS mods) that are not sensitive to grav chips jumping across maps, maybe it works just fine.

I've not tested the issue since the last Rimworld 1.6 patch (last week?) because I'm on a play-through where I am only just about to start building my first Grav Ship so I should know in the next day or so.
Molay 13 Aug @ 10:51am 
What exactly isn't working for you guys with Adaptive Storage Framework and this? I can use the stack limits just fine with various adaptive storage framework requiring storage mods (like the gravship shelves).
SpiralOut 13 Aug @ 8:20am 
+1 for making this compatible with Adaptive Storage Framework. Adaptive Storage has some more updated mods for different types of storage like Fridges and new Odyssey enabled storage options.
Big Ash 10 Aug @ 1:46pm 
Am I dumb? I have the following settings: Stack limit 0-500, Limit similar stacks x1, and Jade set to 50. In mod settings I have multistack disabled, enable forced item ejection, and enable similar stacks limit stuff. I have 2 stacks of 75 jade on the shelf in question, why no work?
Eventide 9 Aug @ 6:02pm 
Weirdly this mod causes an issue with Common Sense where if you use the feature to unload an item (meaning they'll drop it when it's convenient instead of instantly) it'll not untick that upon doing it and so they can't equip anything to that slot.

Common Sense lists it as a problem but why would this mod even cause that?
Bobibobibu 7 Aug @ 11:11am 
Same. (Vanilla) Shelves can only store 1 stack of item per cell when limited.
ૐCheesyૐ 7 Aug @ 5:26am 
i think stack gap is not working correctly. Max stack is working but if i want to store 10 he-shells, 10 smoke-shells and 10 EMP-shells it just stores 1 of the item. I tried everything. Itemlimit is 0-500 overall, stack is unlimited and each shell is set on 10. It should store 10 of each 3 shells in the storage but as i said it only stores 1 item (10 he shells) and that it says there is no storage space for the over 2 items. I tried every possible combination. It looks like a small shelve can only carry 1 Item in a cell and the big shelve 2 items a cell.
ATotalParadox 6 Aug @ 9:21pm 
stack limit's reset when grav jumping?
晓山alreShan 5 Aug @ 12:53am 
This mod is incompatible with Prison Labor , causing prisoners can't preserve foods and hemogen pack
ZzZombo 4 Aug @ 8:36am 
Does this work across linked storage buildings?
Soup_UK 3 Aug @ 5:54pm 
Like JoeOwnage, I’m also seeing my settings reset for storage onboard Gravships after launch.
mladlt 2 Aug @ 2:29pm 
Also, is it expected behavior that, if there's X items on the shelf and I set the limit under X, I can't get pawns to haul the excess? Thanks for the mod BTW, very useful.
Molay 2 Aug @ 1:31pm 
@G-Fiti look above, the last GIF from the description. Above "Allow rotten" you have "Apply to entire storage". That's the thing you need to cycle to the right until it says something like "max 1 stack". i.e. max 1 stack of a given item (like steel).
mladlt 2 Aug @ 12:05pm 
Is there any way of considering all linked shelves as a "storage" unit, and not a singular shelf?
G-Fiti 2 Aug @ 6:16am 
Was the limit similar stacks setting part of this mod or another? It doesn't show up for me in 1.6
Hero_Swe 1 Aug @ 8:58pm 
Would really love if this was compatible with Adaptive Storage Framework.
Paulaswam 1 Aug @ 2:25pm 
Thanks so much for this mod, can assign items for my dinning table now without spoiling food. :)
Molay 1 Aug @ 8:59am 
@PEDRO so to be more precise, you need to set "apply to entire storage" to 1. Then use the top stack limit option to limit stack size, or configure it for the item on item category below in the item list.
Molay 1 Aug @ 8:56am 
@PEDRO yes there is. One of the first options in the item list is related to the stacks. set limit to 1, so each type of item can be present in 1 slot (3 or 4 times to the right of default). Then disable all items and select steel, gold and plasteel. If you want to limit those, you can do it individually for each item, in the item category (raw ressources) or in a setting at the top of the UI for the entire storage container.
JoeOwnage 31 Jul @ 10:12am 
I think stack gap on stockpiles in the gravship is getting reset every time the ship launches
exBeNN 30 Jul @ 3:17pm 
Wait so the reason why even if I only 1 stack set for an item I cannot put more types of items in is because Neat Storage uses Adaptive Storage Framework which isn't supported? What a tragic way to find out about this...