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RimWorld => Mods => Releases => Topic started by: indeed on December 26, 2016, 08:14:03 AM

Title: [B18/A17/A16] Stack XXL
Post by: indeed on December 26, 2016, 08:14:03 AM
Stack XXL

(http://i.imgur.com/MJLohEv.jpg)
(http://i.imgur.com/lL7NpKf.jpg)
Increase the stack sizes however you wish!
Want 10x, 20x or even 100x? Want to set different stack sizes for meat, meals and resources?
You came to the right place!

Requirement: HugsLib

IMPORTANT: PLEASE RESTRAT YOUR GAME AFTER CHANGING MOD SETTINGS!

- Set stack size multipliers. Want 10x or 100x? you name it!
- Set multiplier specified to each category. For example you can make meat stack to 750 (10x) while making meals stack to 300 (30x), maybe to balance thing out.

Please download this mod in Github Release Page: https://github.com/IndeedPlusPlus/RimworldStackXXL/releases
or use Steam Workshop for automatic mod updates.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=826366050 (https://steamcommunity.com/sharedfiles/filedetails/?id=826366050)
Github: https://github.com/IndeedPlusPlus/RimworldStackXXL (https://github.com/IndeedPlusPlus/RimworldStackXXL)
FAQ

Q1. Does it work with ... ?
A1. Please let me know should there be any compatibility problem. I tested it with GouRIMet and Vegetable Garden.

Q2. How about the load order?
A2. It does not matter, as far as I know.

Q3. Does it work with old saves?
A3. Yes

Q4. Can I replace Increased Stack, Improved Increased Stack, etc with it?
A4. As long as you set stack sizes no smaller than before. Otherwise your stacks are truncated to their original maximum sizes.

Q5. What will happen if I disable this mod?
A5. Your stacks are truncated to their maximum size.


[attachment deleted by admin due to age]
Title: Re: [A16] Stack XXL
Post by: Lightningy on December 26, 2016, 08:24:06 AM
You are a god. thanks for this mod.
Title: Re: [A16] Stack XXL
Post by: Hassist on December 26, 2016, 09:19:19 AM
THX much butter then the hassle with packing some crates ^^
Title: Re: [A16] Stack XXL
Post by: SteelRev on December 26, 2016, 09:38:37 AM
So I don't see a download option on github. 
Title: Re: [A16] Stack XXL
Post by: Serenity on December 26, 2016, 09:57:43 AM
This looks pretty great. I don't like the super high stack sizes. But 2-4 times at much seems like a nice balance for me.

And being able to set it for different things is really great
Title: Re: [A16] Stack XXL
Post by: indeed on December 26, 2016, 10:21:36 AM
So I don't see a download option on github.

Sorry I forgot it. Here it is https://github.com/IndeedPlusPlus/RimworldStackXXL/releases/tag/v1.0-A16
Title: Re: [A16] Stack XXL
Post by: SteelRev on December 26, 2016, 11:25:49 AM
Big thanks
Title: Re: [A16] Stack XXL
Post by: Grishnerf on December 26, 2016, 11:28:58 AM
this sounds Genius.
space saving.
Title: Re: [A16] Stack XXL
Post by: asquirrel on December 27, 2016, 10:46:28 AM
Sweeeeet!  Thanks dude! :)
Title: Re: [A16] Stack XXL
Post by: subliminal00 on December 27, 2016, 05:22:21 PM
I used it on a saved game and can't find the menu to to make changes. Is it somewhere hidden or should I just make a new game?

Started a new game to check and still can't find the menu.
Title: Re: [A16] Stack XXL
Post by: dodviper on December 27, 2016, 05:35:45 PM
I used it on a saved game and can't find the menu to to make changes. Is it somewhere hidden or should I just make a new game?

Started a new game to check and still can't find the menu.

It's in the game options -> mod settings.
Title: Re: [A16] Stack XXL
Post by: subliminal00 on December 27, 2016, 05:56:57 PM
Thank you sir. I feel.. special.
Title: Re: [A16] Stack XXL
Post by: etoire on December 27, 2016, 08:14:28 PM
Pretty great mod, even though it seems simple enough! I've been looking for a way to increase the stack sizes without having to manually go through every object! This was a great mod. If I could suggest something for the future, fumble with the workgiver AI so the pawns will automatically sort items into full stacks? Don't know how possible that is. I ended up with a lot of incomplete stacks.
Title: Re: [A16] Stack XXL
Post by: Deagroth on December 27, 2016, 11:47:59 PM
I really love using this mod, thank you so much for it!  No longer do I require huge stockpiles for anything other than clothing/armor and weapons (which I breakdown or sell).

If I could suggest something for the future, fumble with the workgiver AI so the pawns will automatically sort items into full stacks? Don't know how possible that is. I ended up with a lot of incomplete stacks.
Second that. Pawns too often neglect to fill up a stack to the maximum.


Until other alternatives are available (I have not found any yet), Tammabanana's "[A16] Kitchen Counter and other shelves" on Steam (id: 820841728 for the mod's folder and 294100 for Rimworld's under steamapps/workshop/content/) provides furniture that acts as one or two tile stockpiles.  I found that using both elimiates the problem of incomplete stacks and allows you to designate exactly what will go onto the shelves.  They have a priority of important by default so your pawns will consolidate whatever you want onto that one tile to the item's maximum stack size, unless you have that item going to a stockpile of higher priority of course.  Far easier I think than making individual stockpiles for everything or messing with the AI.
Title: Re: [A16] Stack XXL
Post by: indeed on December 28, 2016, 12:07:24 AM
Pretty great mod, even though it seems simple enough! I've been looking for a way to increase the stack sizes without having to manually go through every object! This was a great mod. If I could suggest something for the future, fumble with the workgiver AI so the pawns will automatically sort items into full stacks? Don't know how possible that is. I ended up with a lot of incomplete stacks.

Second that. Pawns too often neglect to fill up a stack to the maximum.

True, that's quite an old problem. Even with the original stacks of 75 maximum, I got a lot of stacks of only 1 or 2. I think future game release should try to fix that.

One quick solution is making our stockpile smaller and categorized. This encourages filling up stacks due to limited space. As suggested by Deagroth, an extreme case of this is to use a stockpile made up only one or two slots.
Title: Re: [A16] Stack XXL
Post by: CJoker3221 on December 28, 2016, 03:25:19 AM
Hmm..I guess this'll do until Skullywag update his mod..or if he'll ever update it, I liked his Barrels/Shelves
Title: Re: [A16] Stack XXL
Post by: NemesisN on December 28, 2016, 06:56:21 PM
so how do you install this mod ?

do I just drag the 3 folders inside into mods or somewhere else ? since these 3 folders are languages, assemblies, about
Title: Re: [A16] Stack XXL
Post by: Primal Lord on December 28, 2016, 07:05:30 PM
so how do you install this mod ?

do I just drag the 3 folders inside into mods or somewhere else ? since these 3 folders are languages, assemblies, about

Put all 3 folders inside of a new folder and name it something like Stack XXL so you know what it is, then drag that folder into rimworld\mods, start the game, click on mods, and you should see it in there
Title: Re: [A16] Stack XXL
Post by: indeed on December 28, 2016, 09:24:06 PM
so how do you install this mod ?

do I just drag the 3 folders inside into mods or somewhere else ? since these 3 folders are languages, assemblies, about

Easy version: copy StackXXL.zip to mod directory, right click on it and select 'extract to StackXXL/' (Windows/Linux Desktop), or double click it (macOS)
Title: Re: [A16] Stack XXL
Post by: slain4ever on January 12, 2017, 04:55:40 AM
So helpful thanks! No more shall half the map be filled with wood.

Just a question, how do I access the mod settings that you showed in your screenshot?

Thanks.
Title: Re: [A16] Stack XXL
Post by: indeed on January 12, 2017, 08:26:56 AM
So helpful thanks! No more shall half the map be filled with wood.

Just a question, how do I access the mod settings that you showed in your screenshot?

Thanks.

 for Mod Settings provided by HugsLib, click Options on the main menu, then you should see a large green button saying Mod Settings on the left-bottom corner.
Title: Re: [A16] Stack XXL
Post by: faltonico on January 17, 2017, 05:47:31 PM
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
We should be able to decide how we you want to pile up our stuff xD
Title: Re: [A16] Stack XXL
Post by: Komyets on January 19, 2017, 09:14:12 PM
Looks decent enough, i'll give this a try, thanks for uploading ^w^
Title: Re: [A16] Stack XXL
Post by: Nebbeh on January 19, 2017, 09:18:56 PM
Can this stack chunks?
Title: Re: [A16] Stack XXL
Post by: Lethe on February 12, 2017, 04:55:30 PM
This might be obvious, but you asked to be told about compatibility problems, so... This isn't working with Fluffy's Stack Merger. https://ludeon.com/forums/index.php?topic=16120.0

It is however working with HaulPriorityLite.
Title: Re: [A16] Stack XXL
Post by: dnks on February 12, 2017, 09:13:59 PM
It works for me with Fluffy's Stack Merger. Stack XXL loaded before.
Title: Re: [A16] Stack XXL
Post by: Euzio on February 13, 2017, 04:43:23 AM
Love this mod as it saves the need for creating huge storage spaces. But there is one problem.

The trouble comes when it causes stack locking because only a single pawn can access one stack when they get the resource needed to craft something. I'm having this problem now with my smokeleaf production. I have 6 crafting spots but because the game only allows one pawn to access the stack, the other 5 are idle. Probably gonna tune down the stack size of drugs (i'm guessing that's what smokeleaf is under) back to default since I do want my smokeleaf factory to be more productive.
Title: Re: [A16] Stack XXL
Post by: hwfanatic on February 13, 2017, 10:24:29 AM
Whatever it is you are producing, just put an important 1x1 stack of the raw resources the bench uses under pawn's feet. Make those haulers earn their stay.
Title: Re: [A16] Stack XXL
Post by: Euzio on February 13, 2017, 08:27:18 PM
The problem is when you're trying to get 6 crafters simultaneously going but you can't because only 1 pawn can access a single stack. So it registers as no materials available for the other 5 pawns because 1 of them has the stack reserved.

I tried reducing the stack size last night but it ended up causing some of my other resources to completely disappear (20k  silver became 3k and 6k steel became 1.5k...) I'll just have to leave it as it is but it does mean I'm limited in my production of smokeleaf joints.
Title: Re: [A16] Stack XXL
Post by: Igan on February 14, 2017, 01:15:13 PM
Would be possible to separate the medicine from its category? I often find myself with the same problem as above (only one pawn can acess the stack at a time). Despite having hundreds of medicine, only one doctor per time can do their magic.

Separating the medicine to its own category would be a nice workaround for this, since each category can be controlled.
Title: Re: [A16] Stack XXL
Post by: Flimflamshabam on February 14, 2017, 05:40:23 PM
I think there's a minor incompatibility with Fluffy's Stack Merger which gives a new hauler job to tidy up stock piles so you don't have 30 stacks of 2-3 items instead of a couple full stacks, seems to get confused with the larger stacks so they keep dragging the same 75 items back and forth between two stacks. It can be countered by forbidding one of the stacks so they only take from one and add to the forbidden stack.
Title: Re: [A16] Stack XXL
Post by: Euzio on February 14, 2017, 10:06:06 PM
Would be possible to separate the medicine from its category? I often find myself with the same problem as above (only one pawn can acess the stack at a time). Despite having hundreds of medicine, only one doctor per time can do their magic.

Separating the medicine to its own category would be a nice workaround for this, since each category can be controlled.

If we can customise it such that individual item stacks can be altered it would be great. Currently, its set by grouping resources into categories. For example, I wan't Hay to be stackable but not smokeleaf. The current mechanics makes it impossible though since both Hay and Smokeleaf are classed under the same group and we can only alter that.
Title: Re: [A16] Stack XXL
Post by: Flimflamshabam on February 15, 2017, 12:15:41 AM
More multiplier options would be nice, so you don't just have the choice between two added sizes, so if you say want meals to stack to 20 instead of 10 and not up to 100 but have other things you need to keep XL and XXL at x10 and x20 stack size.
Title: Re: [A16] Stack XXL
Post by: faltonico on February 18, 2017, 04:00:17 AM
Some custom categories would be absolutely awesome.
Title: Re: [A16] Stack XXL
Post by: Lethe on March 04, 2017, 12:42:01 PM
Update: Looks like the Others (Single) isn't currently used. Hope this mod adds slag stacking sometime.

That could potentially dramatically increase game's performance. I've read tons of slags everywhere with many stockpiles for them can cause the game to slow down. If they were all stacked, less objects have to be rendered, less stockpiles need for them etc. Plus, so much more free area reclaimed.
Title: Re: [A16] Stack XXL
Post by: Tyolan on March 10, 2017, 05:22:47 AM
Custom new values (XL and XXL) seems to not work for me. I choose XL=4 and XXL=8 but all my stuffs are stacked by 750 (=10). I'm the only one?
Title: Re: [A16] Stack XXL
Post by: Igan on March 10, 2017, 08:24:30 AM
Custom new values (XL and XXL) seems to not work for me. I choose XL=4 and XXL=8 but all my stuffs are stacked by 750 (=10). I'm the only one?

Have you reseted the game?
Title: Re: [A16] Stack XXL
Post by: Man_Jones on April 23, 2017, 02:36:00 AM
So if I change the stack size of steel to say 200 will that mean a normal dude will be able to haul 200 steel or will it still be 75?
Title: Re: [A16] Stack XXL
Post by: Canute on April 23, 2017, 03:09:06 AM
When he is strong enough and got enough arms he can carry 200.
Chech the info of you pawn about Carrying capacity.
These pawn got some adv. bionics.


[attachment deleted by admin due to age]
Title: Re: [A16] Stack XXL
Post by: poruf on May 27, 2017, 09:35:11 PM
Is this getting an A17 update?
Title: Re: [A16] Stack XXL
Post by: faltonico on May 28, 2017, 10:22:52 PM
Forgot to announce you already update it? xD
Title: Re: [A16] Stack XXL
Post by: Emagmo on May 29, 2017, 01:50:28 AM
It is updated on github :D
Title: Re: [A16] Stack XXL
Post by: Devilizer on May 29, 2017, 03:57:29 AM
Yeap, and on Steam :)

http://steamcommunity.com/sharedfiles/filedetails/?id=826366050&searchtext=stack
Title: Re: [A16] Stack XXL
Post by: z1ppeh on May 31, 2017, 10:09:02 AM
Stack XXL, apart from the 'incorrect version' in the log appears to be installed fine and SHOULD be working.  But there is no option in the hugslib mod menu and it does not allow any larger than default stacks. 

Am I doing something wrong somehow?  Playing A17 non-steam.  Have tried the usual reinstalling, double checking everything is fine, mod order blah blah etc etc

Edit:
Nevermind.  I am a idiot.

Edit2:
Note for some other people that have messaged me on how I fixed it... I downloaded the wrong thing in the first place.

https://github.com/IndeedPlusPlus/RimworldStackXXL/releases <-- this is the link you need to use.  And get the latest release.  The github page where you make it into a zip (easiest way to explain it) does not work for some reason.  I presume this is some form of source issue but I don't have a clue about this coding shizzle.
Title: Re: [A17/A16] Stack XXL
Post by: indeed on May 31, 2017, 11:59:11 AM
Please make sure you download the mod and HugsLib from GitHub, load HugsLib before anything else, and most importantly you are using latest version of RimWorld.
Title: Re: [A17/A16] Stack XXL
Post by: Pink Photon on May 31, 2017, 02:07:30 PM
Could you add an option that increases stack size only on shelves?
Title: Re: [A17/A16] Stack XXL
Post by: indeed on June 01, 2017, 11:59:37 AM
Could you add an option that increases stack size only on shelves?
That's going to hard. All 'stacking' share same code in original game. shelves are implemented as nothing but two more slots for stacking. If one somehow hack the shelf code, there may be unpredictable conflicts between mods, especially that modifies hauling.
Title: Re: [A17/A16] Stack XXL
Post by: ImStereotype on June 02, 2017, 01:10:42 AM
Another must have mod, thank you.
Title: Re: [A17/A16] Stack XXL
Post by: PicaMula on June 23, 2017, 11:50:35 AM
I don't like the huge stacks, I just did it 2x and just on resources so that my bionics guys can grab more then 75 items per run, which in my opinion is a bug. Like the grizzly just not using its maximum carrying capacity because of stack limit.

I would love a mod that fixes just that issue tho ;D but I am sure enjoying the extra storage space it gave me. Thx for the mod dude!!
Title: Re: [A17/A16] Stack XXL
Post by: venoshock on July 09, 2017, 07:35:07 PM
why no about file?
edit nvm i'm an idiot...
Title: Re: [A17/A16] Stack XXL
Post by: hiepbg on July 11, 2017, 12:17:49 PM
Great mod!

But i need one more XXXL multiplier option. :D
Title: Re: [A17/A16] Stack XXL
Post by: dumpsta on August 11, 2017, 10:17:04 AM
you need to create a folder in mods directory, then put the 3 folders inside that one. 
Title: Re: [A17/A16] Stack XXL
Post by: maculator on September 02, 2017, 07:37:32 AM
I created a german "translation" (well theres only text in the options anyways):
https://github.com/maculator/Alles
Title: Re: [A17/A16] Stack XXL
Post by: tonsrd on September 02, 2017, 02:20:32 PM
I don't like the huge stacks, I just did it 2x and just on resources so that my bionics guys can grab more then 75 items per run, which in my opinion is a bug. Like the grizzly just not using its maximum carrying capacity because of stack limit.

I would love a mod that fixes just that issue tho ;D but I am sure enjoying the extra storage space it gave me. Thx for the mod dude!!

create a custom scenario and click carry limit 200-500%u can change a bunch of stuff like how often u get raids ( on top of story teller )
Title: Re: [A17/A16] Stack XXL
Post by: khun_poo on September 12, 2017, 02:56:27 PM
I have notice some exploiting when you're running this mod.

When you got Seige event. The raider will send those seige supply via their drop pod. They will actually send mortar shell, ration and around 5-6 stack of steel for them to build mortar and sand bag. But since the stack xxl is installed, those 5-6 stack of steel merge into 1 stack.

What is cause this to exploit? When those raider tried to build something. They will grab the closest steel around them. Since they'll have more than one builder in the seige team but only 1 steel pool to use. They can't take those 1 steel pool at the same time. So, they will get the steel some place else which is most likely in your base. The result is that those seige team's builder that have to come in and steal the steel in our base will mostly get kill, since their weapon usually not great. With most of the builder die, the seige end and they will attack us normally.

I know that this is not a big problem, but if I can ask. Could you please make those item from drop pod not comming in 1 stack? It make me feel like a cheater to seige event since I want a fair fight.  :'(

Everything else is fine though. The mod work really great as intended. This mod is a must have on my mod list though.
Title: Re: [A17/A16] Stack XXL
Post by: maculator on September 18, 2017, 11:50:49 AM
<StackXXL.Stack.Meat.Title>Fleich</StackXXL.Stack.Meat.Title> in the german translation it's got to be "Fleisch", not "Fleich"...
Title: Re: [A17/A16] Stack XXL
Post by: BirdPrinceCece on September 22, 2017, 07:19:18 PM
I'm not entirely sure what I'm doing wrong, but I can't seem to get the mod to work - even though I'm on A17, it says it's the wrong version. If I activate it anyways, it doesn't show up in the mod settings - only my psychology mod shows there.
Title: Re: [A17/A16] Stack XXL
Post by: TheWrongColonist on September 22, 2017, 09:57:59 PM
I'm not entirely sure what I'm doing wrong, but I can't seem to get the mod to work - even though I'm on A17, it says it's the wrong version. If I activate it anyways, it doesn't show up in the mod settings - only my psychology mod shows there.

When you extract the files from the zip did you put them on the mods folder like this "RimWorldInstallation\Mods\StackXXL\*files here*"?
Title: Re: [A17/A16] Stack XXL
Post by: maculator on September 22, 2017, 10:17:46 PM
There are also different versions in each link...
One with chinese, one without and one link is the source. Make sure you get the right one (Version 1.3 for A17)
https://github.com/IndeedPlusPlus/RimworldStackXXL/releases/download/v1.3-A17/StackXXL.zip
Title: Re: [A17/A16] Stack XXL
Post by: BirdPrinceCece on September 23, 2017, 06:08:36 PM
Quote
When you extract the files from the zip did you put them on the mods folder like this "RimWorldInstallation\Mods\StackXXL\*files here*"?

Do you mind showing me a picture of what it should look like in the mods? I just unzipped it and moved the folder that was unzipped in to my Rimworld Mods folder.
Title: Re: [A17/A16] Stack XXL
Post by: maculator on September 23, 2017, 06:12:31 PM
Do you mind showing me a picture of what it should look like in the mods? I just unzipped it and moved the folder that was unzipped in to my Rimworld Mods folder.

The archive you get from the link contains 3 Folders (Defs, Asseblies, About) you take those folders, put them in a new folder (call it whatever you like) and put that folder into the mods folder of the game (next to "core", "hugslib" and the rest of your stuff)
Title: Re: [A17/A16] Stack XXL
Post by: TheWrongColonist on September 23, 2017, 06:35:49 PM
Quote
When you extract the files from the zip did you put them on the mods folder like this "RimWorldInstallation\Mods\StackXXL\*files here*"?

Do you mind showing me a picture of what it should look like in the mods? I just unzipped it and moved the folder that was unzipped in to my Rimworld Mods folder.

Just download from the link maculator (https://ludeon.com/forums/index.php?action=profile;u=52510) posted:
There are also different versions in each link...
One with chinese, one without and one link is the source. Make sure you get the right one (Version 1.3 for A17)
https://github.com/IndeedPlusPlus/RimworldStackXXL/releases/download/v1.3-A17/StackXXL.zip (https://github.com/IndeedPlusPlus/RimworldStackXXL/releases/download/v1.3-A17/StackXXL.zip)

Create a folder named "StackXXL" inside the mods folder(where the Core is)
 (https://i.imgur.com/GfHnWBN.png)

Then put the files from the zip inside the "StackXXL" folder:

(https://i.imgur.com/D0S3HZi.png)

(https://i.imgur.com/Xz1YJyO.png)

Usually when you download mods the creators put the files inside a folder with the mod name where you just extract 1 folder with the mod files(About, Assemblies, etc).

Check http://rimworldwiki.com/wiki/Installing_mods (http://rimworldwiki.com/wiki/Installing_mods) just in case.
Title: Re: [A17/A16] Stack XXL
Post by: Kalre on September 27, 2017, 08:23:03 PM
This will sound lazy, but has anyone spent time thinking of a "balanced" yet helpfull configuration for this mod ? Like realistic configuration haha. Every single one i came to think of ends up being not balanced rofl
Title: Re: [A17/A16] Stack XXL
Post by: AngleWyrm on September 27, 2017, 10:46:35 PM
(http://www.syfy.com/sites/syfy/files/wire/legacy/images/raiders-warehouse.jpg)
This will sound lazy, but has anyone spent time thinking of a "balanced" yet helpfull configuration for this mod ? Like realistic configuration haha. Every single one i came to think of ends up being not balanced rofl
The question looks like how much stuff should stack into a tile, which can be restated as how much of the map should be dedicated to storage.

People differ on their motivations towards accumulation & collecting, so it seems unlikely to me that one answer would suit everyone. Maybe I want to see an enormous treasure vault on my map, or maybe I want only one large stack of every kind of thing, or maybe I want just enough storage buffer near every consumer of goods to maintain their rate of consumption.


Title: Re: [A17/A16] Stack XXL
Post by: Canute on September 28, 2017, 02:35:42 AM
This will sound lazy, but has anyone spent time thinking of a "balanced" yet helpfull configuration for this mod ? Like realistic configuration haha. Every single one i came to think of ends up being not balanced rofl
Indeed i did.
The stack capacity should be enhanced by research.
Each research step should increase the multiplier by 1.
For each researchbench 1-2 research step, and at the end repeatable expensive research project.

But since you should restart/reload the game after you changed the multipier this isn't very useable for some player who never read that comment and wonder why their stacks don't get increased.

Title: Re: [A17/A16] Stack XXL
Post by: faltonico on September 28, 2017, 03:30:18 AM
@Canute
Why this should be balanced? this is just a fix to Tynan's lack of care of adding storage solutions.
I don't know how can you truly believe that the 75 per stack of the base game is "balanced" or makes sense even remotely.
*Hey look i can only pile up what i can carry with me!!*...
GREAT!!! /s

Or do you think that annoying the player, and having "space management" (most ridiculous made up phrase ever) is another game mechanic?
Title: Re: [A17/A16] Stack XXL
Post by: Lady Wolf on September 28, 2017, 06:28:41 AM
Why this should be balanced? this is just a fix to Tynan's lack of care of adding storage solutions.

Or do you think that annoying the player, and having "space management" (most ridiculous made up phrase ever) is another game mechanic?

I just felt I had to chime in here with agreement that the storage limitations are quite frustrating in the vanilla game. We should be able to stack some things (such as hides) far higher than the vanilla amount, heck even meals should stack considerably higher. (in a 5'5 square assuming 8' high stack pallete/shelf with a ladder I could fit well over 150 tv dinner sized "meals", especially if packaged for storage space in mind.) Given the lack of vertical height in the game it seems as if most "stacks" are only able to reach 3' in height, leaving us with stockpiles that take up far too much space to be manageable on larger colonies.

(by vanilla, colonists being too dumb to cook meals in larger batches than a single serving size leads to a bloated freezer full of food too over time given the slow speed colonists cook at, but there's mods to fix that at least, letting you cook 4 or even 8 meals at once.)

So thanks, for making this mod and giving us the freedom to adjust stack sizes to our likes, it makes life so much better, the only small change I could see, would be allowing this to modify chunks as well. (so when mining out a large mountain base we don't have to turn the expanse outside our base into a giant boulder field.)
Title: Re: [A17/A16] Stack XXL
Post by: Canute on September 28, 2017, 06:51:03 AM
Or do you think that annoying the player, and having "space management" (most ridiculous made up phrase ever) is another game mechanic?
The space mangment is a game concept like raids. Isn't it harder to defend when you have alot of orbital tradebeacons around mosttimes not well guarded and raiders will burn then down before they come to you ? And i think was the intention of tynan.

So any storage mod will made the game easyer.
But StackXXL is pretty like a cheat, it extend the storage capacity alot with the cost of nothing.
Even with the research i suggest, it is far the cheapest solution out there.




Title: Re: [A17/A16] Stack XXL
Post by: faltonico on September 28, 2017, 02:34:23 PM
Or do you think that annoying the player, and having "space management" (most ridiculous made up phrase ever) is another game mechanic?
"..." The space mangment is a game concept like raids.
Sry i have to laugh at that statement. That is not the game i want to play.

The game is not easier because of more stacking capacity, it is less annoying.

Title: Re: [A17/A16] Stack XXL
Post by: Debbonair on September 28, 2017, 05:04:04 PM
With this mod, is there some easy way I can set a fractional multiplier to certain things(mainly medicine and meals) so that the maximum stack is reduced instead of increased? It would be a pretty nice stop-gap solution for me until someone responds to my mod request post for a limit slider on shelves.
Title: Re: [A17/A16] Stack XXL
Post by: maculator on September 28, 2017, 05:43:10 PM
With this mod, is there some easy way I can set a fractional multiplier to certain things(mainly medicine and meals) so that the maximum stack is reduced instead of increased? It would be a pretty nice stop-gap solution for me until someone responds to my mod request post for a limit slider on shelves.
Well you can set different factors for different categories. You could set the one for food to 1 so it'll stay at 10. But you can only set global settings for categories.
Title: Re: [A17/A16] Stack XXL
Post by: Debbonair on September 29, 2017, 02:43:28 AM
ok, but what I asked if it can be set to fractions. IE setting medicine to .20 to get a stack size of 15 instead of 75.
Title: Re: [A17/A16] Stack XXL
Post by: PictoSyaff on October 21, 2017, 04:33:01 AM
Does anyone know if increasing stack sizes helps with end game lag??

surely having 10 piles of silver rather than 100 must cut down on system resource use?
Title: Re: [A17/A16] Stack XXL
Post by: RequiemFang on October 22, 2017, 12:03:29 AM
Does anyone know if increasing stack sizes helps with end game lag??

surely having 10 piles of silver rather than 100 must cut down on system resource use?
Hello friend you should really look into this mod over here.
https://ludeon.com/forums/index.php?topic=33484.0

and yes it is a good thing to have less stacks of something than more, less the game has to process to render what's on screen means better performance overall.
Title: Re: [A17/A16] Stack XXL
Post by: NemesisN on October 31, 2017, 03:44:30 AM
Suggestion

Add more size options to configure like

L, XL, XXL, 2XL, 3XL, 4XL

so we can separate more then just XL and XXL for example I want my recourses to be XXL, I wan't my drugs to be XL, and then I want my meals to be something even smaller but little bigger then default and I have no option for that
Title: Re: [A17/A16] Stack XXL
Post by: Keneron on October 31, 2017, 08:54:15 PM
any chance on a A18 prerelease version? this mod is a must have for me. so nice to keep all the resources nice and tidy in one stack.
Title: Re: [A17/A16] Stack XXL
Post by: NemesisN on November 01, 2017, 12:33:47 AM
Suggestion

Add more size options to configure like

L, XL, XXL, 2XL, 3XL, 4XL

so we can separate more then just XL and XXL for example I want my recourses to be XXL, I wan't my drugs to be XL, and then I want my meals to be something even smaller but little bigger then default and I have no option for that

Good example I just had: I needed a little bit of steel all over the place for crafting location A, B, C and D but since I use XXL for my recourses which is steel as well all of it goes to stack to A and there is just too much on A....this is why more configuration option would be helpful
Title: Re: [A17/A16] Stack XXL
Post by: lude on November 03, 2017, 10:31:23 AM
Really great mod, especially the overall performance increase! :D

Would it perhaps be possible to add a blacklist to the mod config options? That would make fine tuning stockpiles for crafting a lot more awesome.
Title: Re: [A17/A16] Stack XXL
Post by: kamuii on November 05, 2017, 06:21:16 PM
Will there be a version of this for A18? Playing A18 without this mod made me realize how much I need this.
Title: Re: [A17/A16] Stack XXL
Post by: vaguiners on November 16, 2017, 02:27:51 PM
A18
https://github.com/WiseClock/RimworldStackXXL/commits/master

[attachment deleted by admin: too old]
Title: Re: [A17/A16] Stack XXL
Post by: Golden on November 18, 2017, 04:12:09 PM
The github version seems to throw some errors.  The 7z version works fine though.  :)
Title: Re: [A17/A16] Stack XXL
Post by: glitershroom on November 18, 2017, 07:27:20 PM
edit: I'm blind and an idiot, so the git version was throwing errors and I didn't see the small second link, found it and testing now
re-edit: the provided mini link does work, thanks so much :D you're a life saver

//what 7z version are you talking about? I'm running a18.1700 and the new stack xxl isn't working for me :|

The github version seems to throw some errors.  The 7z version works fine though.  :)
Title: Re: [A17/A16] Stack XXL
Post by: Canute on November 19, 2017, 03:53:03 AM
The 7z version he attached to his posting right below that what you are quoted.
Don't forget you see attachments only when you are loged in.
Title: Re: [A17/A16] Stack XXL
Post by: Vane on November 20, 2017, 11:15:20 PM
A18
https://github.com/WiseClock/RimworldStackXXL/commits/master

Will mods for A18 work for B18? I'm confused :S
Title: Re: [A17/A16] Stack XXL
Post by: Golden on November 21, 2017, 02:02:07 AM
Will mods for A18 work for B18? I'm confused :S
There is no Alpha 18.  Tynan changed the release to Beta 18.  If a mod says 18, that should be the current release.
Title: Re: [A17/A16] Stack XXL
Post by: Nightinggale on November 21, 2017, 03:15:30 AM
Will mods for A18 work for B18? I'm confused :S
A18 = unstable version 18
B18 = stable version 18
The last A18 has the same build version as B18, meaning anything working in A18 should work in B18.

While technically correct, switching from A to B is causing so much confusion that I'm not sure it was a good idea. Personally I might have picked staying with A until the final release, or just stayed with A forever as that is what people have been taught to use over the years.
Title: Re: [A17/A16] Stack XXL
Post by: Mhacxk on November 23, 2017, 01:25:56 AM
still w8ting for b18 this is a must have mod
Title: Re: [A17/A16] Stack XXL
Post by: Canute on November 23, 2017, 03:22:35 AM
And why you are waiting and don't read a few topics above ?
https://github.com/WiseClock/RimworldStackXXL
Title: Re: [A17/A16] Stack XXL
Post by: 00petar00 on November 23, 2017, 06:46:14 AM
i may be a bit too dumb and don't really know how to get it to work.

I understand that usual mods have folders named defs,about,assamblies, yet when i download the github version i don't know what to do with it.
Title: Re: [A17/A16] Stack XXL
Post by: Canute on November 23, 2017, 07:03:00 AM
Sorry no you arn't to dumb, there isn't a complete B18 mod yet.

But when you scroll up you see an attachment from vaguiners
unofficial-stackXXL.7z
Try this.
Title: Re: [A17/A16] Stack XXL
Post by: 00petar00 on November 23, 2017, 07:23:14 AM
Sorry no you arn't to dumb, there isn't a complete B18 mod yet.

But when you scroll up you see an attachment from vaguiners
unofficial-stackXXL.7z
Try this.

Thanks it works fine.
Title: Re: [A17/A16] Stack XXL
Post by: Nightinggale on November 23, 2017, 07:31:18 AM
Thanks it works fine but for some reason my cannibal tribe is consuming raw human meat after installing this while they have meals.
I have encountered similar issues. I suspect that when a colonist is hungry, he/she will reserve a pile of food, go there and pick up one. Repeat this for another colonist, except this time the food is reserved and the colonist will take the second best one. It seems that it has always been an issue, but since 50 food is now one pile and not 5, the problem is more visible.
Title: Re: [A17/A16] Stack XXL
Post by: 00petar00 on November 23, 2017, 07:44:40 AM
Thanks it works fine but for some reason my cannibal tribe is consuming raw human meat after installing this while they have meals.
I have encountered similar issues. I suspect that when a colonist is hungry, he/she will reserve a pile of food, go there and pick up one. Repeat this for another colonist, except this time the food is reserved and the colonist will take the second best one. It seems that it has always been an issue, but since 50 food is now one pile and not 5, the problem is more visible.

I figured it out, it was another mod.
Title: Re: [A17/A16] Stack XXL
Post by: asquirrel on November 23, 2017, 04:22:46 PM
i may be a bit too dumb and don't really know how to get it to work.

I understand that usual mods have folders named defs,about,assamblies, yet when i download the github version i don't know what to do with it.

Hey dude, you can either use the file Vaguiners uploaded which I've attached on my post or go to this direct link:

https://github.com/WiseClock/RimworldStackXXL

You'll have to download the .zip file (see where it says "clone or download."  Click on download / download to desktop).  Then extract that zip file.  Double click into stackxxl.  Then double click into resources.  You'll see two folders there (about and languages).  Create a new folder on your desktop called "StackXXL."  Then drag and drop (or copy paste) about and languages into that folder.  Then take the stackXXL folder and put it in your rimworld / mods folder.  Then load up Rimworld and activate the mod. 

That should do it.  If not, then just use the other file (unofficial-stackXXL.7zip). 

I'm no modder but that's how I'd do it.  If you are still stuck fee free to post some more.  If it's a mod error though hopefully one of the modders can chime in and help you (Canute being one of them).

Edit - looks like you figured it out. I'll leave the post up though in case it might help someone else out with how to extract stuff into the mods folder.


[attachment deleted by admin: too old]
Title: Re: [A17/A16] Stack XXL
Post by: 00petar00 on November 24, 2017, 07:26:45 AM
i may be a bit too dumb and don't really know how to get it to work.

I understand that usual mods have folders named defs,about,assamblies, yet when i download the github version i don't know what to do with it.

Hey dude, you can either use the file Vaguiners uploaded which I've attached on my post or go to this direct link:

https://github.com/WiseClock/RimworldStackXXL

You'll have to download the .zip file (see where it says "clone or download."  Click on download / download to desktop).  Then extract that zip file.  Double click into stackxxl.  Then double click into resources.  You'll see two folders there (about and languages).  Create a new folder on your desktop called "StackXXL."  Then drag and drop (or copy paste) about and languages into that folder.  Then take the stackXXL folder and put it in your rimworld / mods folder.  Then load up Rimworld and activate the mod. 

That should do it.  If not, then just use the other file (unofficial-stackXXL.7zip). 

I'm no modder but that's how I'd do it.  If you are still stuck fee free to post some more.  If it's a mod error though hopefully one of the modders can chime in and help you (Canute being one of them).

Edit - looks like you figured it out. I'll leave the post up though in case it might help someone else out with how to extract stuff into the mods folder.


I already got it working, thanks for the help though!
Title: Re: [A17/A16] Stack XXL
Post by: Canute on November 24, 2017, 09:27:59 AM
asquirrel,
i think you miss a little thing.
If you take a look at the .7z archive you will find assemblies and 2 .dll libaries, these are "missing" at the github master.
You need to compile these with the files from the master, most normal gamer don't got these tool at home to do this.
Title: Re: [A17/A16] Stack XXL
Post by: asquirrel on November 24, 2017, 02:22:06 PM
Thanks Canute!  So should people just use the archive uploaded by Vaguiners?
Title: Re: [A17/A16] Stack XXL
Post by: Canute on November 24, 2017, 05:17:15 PM
Currently the only way for people who don't know how to compile c#.
Title: Re: [B18/A17/A16] Stack XXL
Post by: indeed on November 26, 2017, 04:09:30 AM
Hey guys! Actually I did not realize B18 has been released. I did a quick update and now everything is up and running.

Sorry for not checking the forums very often. Find my on steam may be a better idea.

Title: Re: [B18/A17/A16] Stack XXL
Post by: xDahaka2012x on December 04, 2017, 05:58:24 AM
Is there any way to make medicine stacking settings separate from other raw resources? Or, maybe, put it into meals category?
Title: Re: [B18/A17/A16] Stack XXL
Post by: Zalpha on December 18, 2017, 04:35:44 PM
Where is the zip? There are only source codes for 1.4.
Can only download 1.3
Title: Re: [B18/A17/A16] Stack XXL
Post by: thefrigo on December 19, 2017, 03:46:17 PM
In this B18 i can download only source code and i have no idea how to install it
Title: Re: [B18/A17/A16] Stack XXL
Post by: Canute on December 19, 2017, 04:47:45 PM
The source archive don't got the assemblies, and isn't working without.
Unless you got expierence with c# to compile the stuff, forget it and wait for a proper release.

Title: Re: [B18/A17/A16] Stack XXL
Post by: indeed on December 24, 2017, 10:20:42 AM
Hello everybody, sorry for late reply.

The compiled binary has been deleted by GitHub. I have absolutely no idea why. I am now re-uploading it. Please notify me on Steam ( http://steamcommunity.com/id/dreamerindeed ) if anything goes wrong again.

Special thanks to Alexander for notifying me.
Title: Re: [B18/A17/A16] Stack XXL
Post by: mrm on February 21, 2018, 03:38:16 PM
Guys, is it possible to stack apparel with this mod? I don't think so, but it wont hurt to ask.
Title: Re: [B18/A17/A16] Stack XXL
Post by: SzQ on February 21, 2018, 04:20:59 PM
No, but you can stack apparel with Extended storage (https://ludeon.com/forums/index.php?topic=14177.0) but only same types.
Title: Re: [B18/A17/A16] Stack XXL
Post by: xneariax on March 03, 2018, 08:47:22 AM
Is there any way to make medicine stacking settings separate from other raw resources? Or, maybe, put it into meals category?

I was wondering the same thing for Hay (and maybe Kibble). XD

Not a big problem really, but the thought occured to me during my current game where I'm keeping sheep + goats in one barn with pasture and angora rabbits in another seperate one. Due to the large stack size only one barn ever has Hay and I have to use Rice to feed the other one. Just reducing "raw food" stacks in general isn't really an option either, as I'm practically swimming in potatoes and some other stuff (and would like to keep it that way) and they would quickly overwhelm my storage (which is now designed for large stacks, obviously).

Bit of a selfmade problem, I'm aware, as I could have just cramped them all into one barn. It would still be nice to have the option for other "farming" colonies as well though. :)
Title: Re: [B18/A17/A16] Stack XXL
Post by: Harry_Dicks on March 03, 2018, 09:06:09 AM
Not to tell the author how to make the mod, but I think this would be the best solution, if it were possible (or if anyone could ever find the time to do it, that has the ability). If we could somehow just setup what goes into whatever categories we want. Allow the user to add and remove categories as they please, and allow the user to totally customize whatever goes into whatever category that they want. The huge added benefit of this is, no matter what new things a user ever adds to their game via mods, then with this new setup, StackXXL would let the player then customize whatever new resource they've added to the game, and put it into whatever category that they wanted, or hell, even make a new category for whatever new resource they added to the game!

That's one thing that I absolutely appreciate when mod makers do it right. For example, in Cold Desert Nights the author has done this. With that mod, of course, you can customize the weather chances for every weather type for every type of biome. Well, when the mod was made back in A17, I don't think there was a cold bog biome, correct? Well, now in B18 there is, however the mod still picks this up and allows you to customize this new biome type. As far as my non-programmer mind imagines this working is, is the mod will look at the game's "list of biome types" and then create a new entry in the mod options for every biome type the game tells the mod that it has. Then boom, we're now future proofed! The mod author will never have to go in and make a new entry for any new types of biomes that are added. And that is fucking awesome :)
Title: Re: [B18/A17/A16] Stack XXL
Post by: Golden on June 24, 2018, 05:20:17 PM
Please update this for 1.0.  I really miss it.
Title: Re: [B18/A17/A16] Stack XXL
Post by: gillsminnow on June 25, 2018, 05:01:11 AM
+1 for update please, this mod was amazing.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Bones on June 28, 2018, 10:21:43 AM
Here is an unofficial unstable 1.0 fix:

https://github.com/purpleorangegames/RimworldStackXXL/releases

Tested and seems to be working.
Basically just changed isBodyPartOrImplant to isTechHediff and updated $HugsLibChecker.

[attachment deleted due to age]
Title: Re: [B18/A17/A16] Stack XXL
Post by: kis12134 on August 16, 2018, 10:48:52 AM
Is there a way to limit the stacks on hoppers?
Title: Re: [B18/A17/A16] Stack XXL
Post by: Sentenza on August 17, 2018, 06:25:47 AM
Is there a way to limit the stacks on hoppers?
+1 for this, stockpiles too... I like large stack sizes, but I don't really need 100 meals deteriorating away in my prison.

But I'm pretty convinced that is far outside the scope of this mod.
And to answer your question: No, currently you can only set the stack size globally. And there is no way of limiting individual stacks.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Modraneth on September 06, 2018, 06:21:56 PM
hello,
will we see a B19 release?
Title: Re: [B18/A17/A16] Stack XXL
Post by: rawrfisher on September 06, 2018, 06:47:16 PM
I belive there already is a B19 release
Title: Re: [B18/A17/A16] Stack XXL
Post by: Flimflamshabam on September 20, 2018, 12:31:38 PM
so exactly how do you get the "b19" version to work, github downloads are always a headache. I seem to have it installed but the functionality isn't there.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Canute on September 20, 2018, 01:07:22 PM
Why is github a headache ? :-)
Allways look first under releases.
And when maybe the master is proper defined and got a newer timestamp download it.
In the case of Stack XXL, download "Version 1.5 for B19".
The master don't contain any useable mod.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Golden on September 20, 2018, 03:20:27 PM
so exactly how do you get the "b19" version to work, github downloads are always a headache. I seem to have it installed but the functionality isn't there.
If you are on Steam, the Stack XXL update is right there in the Workshop.  Otherwise, use the above suggestion to find it.  :)
Title: Re: [B18/A17/A16] Stack XXL
Post by: Tenshi~Akari on September 21, 2018, 03:42:45 PM
If all else fails when you try to download from the repository, click on the "releases" link (right in between "branch" and "contributors" and check for the completed download there. That's how I got it for B19.  ;)
Title: Re: [B18/A17/A16] Stack XXL
Post by: viperwasp on October 18, 2018, 03:06:53 AM
Any plans to update for 1.0? Really good mod actually! Thanks.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Canute on October 18, 2018, 04:42:48 AM
Mod auther don't be active anymore on the forum.
Check out his last activity before you ask such things.

https://github.com/IndeedPlusPlus/RimworldStackXXL
Title: Re: [B18/A17/A16] Stack XXL
Post by: Golden on October 18, 2018, 12:31:19 PM
StackXXL has been updated in the Steam Workshop to 1.0.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Canute on October 18, 2018, 12:36:04 PM
We are on the forum and don't use steam workshop for some reason ! :-)
Title: Re: [B18/A17/A16] Stack XXL
Post by: spyderwebsc on October 18, 2018, 03:36:28 PM
You can find it here.
https://github.com/IndeedPlusPlus/RimworldStackXXL/releases (https://github.com/IndeedPlusPlus/RimworldStackXXL/releases)
Title: Re: [B18/A17/A16] Stack XXL
Post by: shengui on August 15, 2019, 09:31:09 AM
Even though it says it's updated for 1.0 I can't get it to work :(
Does anyone know how to use it or perhaps a similar mod that makes my stacks bigger?
Title: Re: [B18/A17/A16] Stack XXL
Post by: Schwartz on August 18, 2019, 12:52:09 PM
Working fine here. You may have to save->load a game after changing Stack XXL settings.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Pangaea on September 07, 2019, 06:11:12 PM
Going to try out this mod in a new save, and am looking through the options. I'd prefer to keep most stack sizes vanilla, but increase it for big ticket items like meat and vegetables. Looking at raw resources, many different types are put in here. Some I'd like to increase the stack size of, such as stone blocks, but not others such as components. Would it be possible to separate this category more in future updates?

Medicine for instance I don't want to increase, because I like to have a few one-tile stockpiles of it here and there (like the hospital), and if it's increased across the board then I could end up with all my medicine in one stockpile, when with vanilla stack sizes it would be split to where I want it. But for stone blocks for instance, which you tend to have 1000+ of, I'd be fine with higher stack sizes than the default 75.
Title: Re: [B18/A17/A16] Stack XXL
Post by: whitehead on September 13, 2020, 02:46:23 PM
Stack XXL

please update to the last version, your mod is a must-have for me, i hope Tynan will add it as core game option in the near future
Title: Re: [B18/A17/A16] Stack XXL
Post by: Beathrus on September 13, 2020, 07:13:14 PM
Stack XXL

please update to the last version, your mod is a must-have for me, i hope Tynan will add it as core game option in the near future

Try this?

https://github.com/IndeedPlusPlus/RimworldStackXXL
Title: Re: [B18/A17/A16] Stack XXL
Post by: Canute on September 14, 2020, 02:56:44 AM
Or use the steam-workshop version. The author just didn't update github.
Title: Re: [B18/A17/A16] Stack XXL
Post by: Beathrus on September 14, 2020, 07:03:30 PM
Or use the steam-workshop version. The author just didn't update github.

I've been trying to get it to work but it refuses. No Menu or change at all.

I'm using the Github version, if it hasn't been updated does anyone have a copy of the steam version?
Title: Re: [B18/A17/A16] Stack XXL
Post by: RibDibbington on September 22, 2020, 10:29:32 PM
Stack XXL
Still works perfectly on 1.2. It just complains that it's the wrong version, but there are no other compatibility errors.
please update to the last version, your mod is a must-have for me, i hope Tynan will add it as core game option in the near future
Title: Re: [B18/A17/A16] Stack XXL
Post by: Beathrus on September 29, 2020, 08:43:08 PM
Stack XXL
Still works perfectly on 1.2. It just complains that it's the wrong version, but there are no other compatibility errors.
please update to the last version, your mod is a must-have for me, i hope Tynan will add it as core game option in the near future

I ended up using RimPy and SteamCMD to just grab mods off the steam store, it works fantastic.