RimWorld

RimWorld

Stack Merger
431 kommentarer
biship 8. mar. 2021 kl. 7:35 
Same :(
TT_PLEB 25. dec. 2020 kl. 2:56 
This is apparently added to base... but I still have loads of small stacks of stuff everywhere instead of a few full stacks.
Dustreaper 22. apr. 2020 kl. 7:12 
Meanwhile i got 10 stacks of eggs... of 1 each.....
Fluffy  [ophavsmand] 5. mar. 2020 kl. 13:49 
@draconismaximus; No, this mod does not do that. I do sympathize with this problem though, which is why I added this behaviour to Extended Storage, by Skullywag (and a bunch of others).

They're not exactly normal shelves, but they _will_ help greatly in cleaning up your stockpiles. If multiple of the extended storage units are in the same room, pawns will try to merge goods as much as possible.
nhatanh0475 5. mar. 2020 kl. 8:57 
@draconismaximus This mod has merged into the core game so every in this mod is already in the game. And nope, this mod will not updated so it won't do the thing you need in the future. Second I don't which mods would do that so sorry.
draconismaximus 26. nov. 2019 kl. 11:31 
Hello, I am looking for a mod that will merge stacks within and between shelf storage. Does this mod do this? I really appreciate your other mods. Shelves to remove beauty penalty in a large stockpile are rendered completely useless without insane amounts of micromanaging because they will not merge between shelves.
Bosnian Power Armor 19. juli 2019 kl. 23:54 
Congrats on making it into the base game! I just came back to Rimworld after a break for 2 years, I've been seeing lots of my favorite mods being added to the base game recently
Fluffy  [ophavsmand] 12. juni 2019 kl. 15:11 
@All; This mod has been fully incorporated into the game from B19 onwards, with no significant changes to functionality. I will not be updating it, as there would be no point.

If you can right click a stack to manually make pawns merge it, that means it's working. If pawns aren't doing it automatically, something else is wrong. A common problem is that you have too much hauling jobs, as merging is a low (the lowest) priority task. Make sure you have enough pawns set to hauling, or use mods to increase the priority of the merging job specifically.
蘑菇蘑菇炭 12. juni 2019 kl. 10:43 
in the vanilla game of version 1.0, I found pawns won't merge things from one storage to another. it's unfriendly to multi-storage. so could you resurrect this mod and fix it?
Wiktor2807 23. maj 2019 kl. 11:32 
*force
Wiktor2807 23. maj 2019 kl. 11:32 
Is it? Pawns dont really merge themselves if I don't make them(dorece them) to do it.
Or is it just me?
Living Joker 31. mar. 2019 kl. 18:23 
Having the same issue as the previous commenter, but I will admit I'm abusing animal hauling. Maybe just the pawns try to haul to stacks, but my animals definitely don't.
Hells Malice 21. mar. 2019 kl. 17:19 
Incorporated into the game my nuts. I have about 30 partial stockpiles that beg to differ.
Shu 8. mar. 2019 kl. 7:35 
@Fluffy - I see. Thank you anyaways! :)
Fluffy  [ophavsmand] 8. mar. 2019 kl. 6:32 
@inn0s; as Jonathan Zee Cat pointed out; no, there won't be, because it's in the base game now.
'Zee Kat 3. mar. 2019 kl. 14:50 
"THIS MOD IS PART OF THE GAME FROM B19 ONWARDS
This mod was incorporated into the game in B19, and is thus no longer necessary - and will not be updated."
Shu 2. mar. 2019 kl. 2:02 
Will there be a version for 1.0 Rimworld? Love this mod and would like to continue to use it :)
Fluffy  [ophavsmand] 21. feb. 2019 kl. 22:49 
@Zeroyue; if you use my Work Tab mod, you can already do that. Expand the hauling column, and find the task for merging, then crank that all the way up.
Zeroyue 19. feb. 2019 kl. 19:46 
Is it possible to make a merge work tab or do something like merge urgently like haul urgently? I really want a colonist who will do nothing but merging
Luetin 10. feb. 2019 kl. 11:50 
thanks for providing this pre 1.0
Fluffy  [ophavsmand] 26. dec. 2018 kl. 11:47 
If we had a moderately sized base with 10 stockpiles, each with 10 half-full stacks, and we assume that a valid job is found halfway through each time we look, that would amount to 5^3 checks each tick, for each pawn. On larger bases, the load would exponentially increase as the number of pawns, stockpiles, and stacks in stockpiles increases.

So yes, caching stacks eligible for merging does make sense. If you don't believe me, maybe you'll believe Tynan, as he's implemented the mechanic using almost exactly the same caching approach.
Fluffy  [ophavsmand] 26. dec. 2018 kl. 11:47 
2) The RimWorld code resolves tasks whenever a pawn is looking for work, which can happen each tick if there are no tasks available, so 60 times a second for each pawn (and each possible task, but I'll limit myself to the merging task here). Establishing whether any given item is eligible to be merged involves checking if that item is allowed and is reachable. The allowed check is trivial, but the reachability check is a simplified pathfinding problem and does have a non-negligible cost. Not only does that check need to be performed for the 'source' item, but also for any number of possible 'target' stacks.
Fluffy  [ophavsmand] 26. dec. 2018 kl. 11:47 
@Zealord; Merry Christmas to you too!

I was comparing this mod to another, and noting their differences. I stand by the observations I made, for two main reasons;

1) RimWorld is heavily CPU bound. RAM is almost never a concern except in the most modded of games. As such, it's CPU load that matters, not memory used. In addition, we're talking caches of several hundred references at most here - that's not going to put a dent in your memory usage.
Zea 26. dec. 2018 kl. 9:18 
It's absolutely ridiculous to even note CPU times and claim better performance for such trivial tasks. Don't blow it up; we're talking about nanosecond procedures here. Caching is a trade-off between RAM and CPU, so at least mention your mod consumes a larger amount of memory.
Fluffy  [ophavsmand] 23. dec. 2018 kl. 12:15 
Thanks for the kind words everyone :).
@james76543; while I'm certainly flattered, the code is actually virtually identical. You could increase the priority of hauling (or merging with my Work Tab mod), or just add more haulers?
Jay 25. nov. 2018 kl. 13:16 
Thanks for keeping this updated and for having it implemented into the game!
Copper Boltwire 28. okt. 2018 kl. 10:15 
Please Don't update this mod to v995649464
(YES, I'm very punny)
james76543 22. okt. 2018 kl. 20:03 
This is supposed to be implemented into the game? NOT as well as this mod had covered it. My B19 playthrough took forever to organize, even if they eventually would (which I never noticed) :(
SmugFrog 20. okt. 2018 kl. 13:39 
Thanks for keeping this updated and for having it implemented into the game!
Fluffy  [ophavsmand] 16. okt. 2018 kl. 15:55 
@AStro88; 100%. If you can order them to do it manually, they'll eventually do it automatically. But keep in mind it's a low priority job. Either make sure you have enough pawns doing hauling, or use another mod (e.g. my Work Tab) to increase the priority of the merging task specifically.
Fluffy  [ophavsmand] 2. okt. 2018 kl. 1:30 
@HowMuhKevinNah, @TheSeanMacLeod; it does look like the merging job should be done, given that you've assigned it the highest priority. Make sure you haven't done something silly, like restrict the zone, made the zone a prison labour zone (mod), or that you're trying to merge between two or more stockpiles (only works in the same stockpile).

If all that fails, I'm sorry, I can't help you. If you can get it to fail without any mods, report it as a bug. Otherwise, I'm afraid you'll have to go on a conflict hunting mission by enabling mods until it fails.
"The" SeanMacLeod 2. okt. 2018 kl. 1:24 
@HowMuhKevinNah
It's because stack merging has the absolute lowest base priority in the game.
Stormo 2. okt. 2018 kl. 1:03 
Congrats on getting your mod integrated into the main game. We won't forget you or your hard work, Fluffy!
HowMuhKevinNah 1. okt. 2018 kl. 21:01 
@Fluffy - I can indeed right-click partial stacks to manually get a pawn merge it. That's hardly a solution, though - and I don't understand how the issue could be with priorty. Like I said, I've got the stack merging task set to a higher priority than literally any other task [i.imgur.com].
Synaptic Wanderer 1. okt. 2018 kl. 12:45 
I can't thank you enough for everything you've done for us. o7
Fluffy  [ophavsmand] 12. sep. 2018 kl. 23:02 
@HowMuhKevinNah; the last time I checked, it was pretty much identical to my version. You should be able to right-click partial stacks to force merging - if that works it's a priority thing, if it doesn't it's something else (forbidden? different stockpiles?)
HowMuhKevinNah 12. sep. 2018 kl. 18:19 
@Fluffy - I'm having issues getting the vanilla version to work. Using work tab, I've set "merge stacks" to a 1 priority above literally every other job and it's still not getting done. I never had this issue with your version. Is it possible that the vanilla implementation is different?
Fluffy  [ophavsmand] 12. sep. 2018 kl. 11:02 
I'm sorry, but I'm finding it hard to be polite here.

PLEASE READ THE FIRST TWO LINES OF THE DESCRIPTION.
SargentoPiroka 12. sep. 2018 kl. 6:56 
pls update =]
jefferstb481 11. sep. 2018 kl. 11:51 
can you up date your mod thank you :steamhappy:
Fluffy  [ophavsmand] 9. sep. 2018 kl. 21:36 
@MulletOnFire; it is the lowest priority job in the hauling category, yes.
MulletOnFire 9. sep. 2018 kl. 15:52 
I was frustrated with this seemingly not working in b19. I had multiple stacks of the same thing cluttering up storage for the longest time. Well it turns out my colonists had also been very, very busy for the longest time. Once I started getting some idles, the stacks got combined. Maybe merging stacks is the last thing they feel like doing.
游侠长 8. sep. 2018 kl. 12:52 
wont forget ur contribution when b19 incorporate it. thx
Mittsies 7. sep. 2018 kl. 0:21 
Thanks for making this mod, glad to see it was added to the base game.
Fluffy  [ophavsmand] 4. sep. 2018 kl. 7:18 
@TheSpearSTL; B19 pretty much literally copied this mod, so I highly doubt that. Make sure you have enough pawns doing hauling jobs or things will get backed up.
TheSpearSTL 4. sep. 2018 kl. 6:53 
I'm playing B19 and we STILL need this mod desperately
Tattered Ribbon 3. sep. 2018 kl. 11:44 
Attention poeple! Read this before posting! This mod is now part of the base game, Pawns will merge stacks automatically in the normal game now, there's no need for this mod to be in B19.
既见未来,为何不buy 1. sep. 2018 kl. 22:15 
b19,please
NovaDragon 31. aug. 2018 kl. 19:07 
Thanks for the mod, and Cheers to it being incorperated into vanilla, you did a great job mate!
theunspeakable 31. aug. 2018 kl. 16:43 
@赵迪 It is in the base game.