Stacks of Organs

Started by SpaceDorf, August 08, 2017, 10:46:56 AM

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SpaceDorf

I was just wondering, why aren't organs, bodyparts and their bionic replacements not stackable ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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DoctorVanGogh

There you go  8)

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

  <!--============================== Storage ===========================-->

  <ThingDef ParentName="BuildingBase">
    <defName>Organ_Locker</defName>
    <label>Organ Locker</label>
    <thingClass>ExtendedStorage.Building_ExtendedStorage</thingClass>
    <graphicData>
      <texPath>Things/Building/Furniture/Locker</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,1)</drawSize>
    </graphicData>   
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <WorkToBuild>580</WorkToBuild>
      <Flammability>1.0</Flammability>
      <Beauty>1</Beauty>
      <ES.StorageFactor>10</ES.StorageFactor>
    </statBases>
    <description>Haulers carry body parts here for storage.</description>
    <size>(2,1)</size>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
    </stuffCategories>
    <costStuffCount>45</costStuffCount>
    <killedLeavings>
      <ChunkSlagSteel>1</ChunkSlagSteel>
    </killedLeavings>
    <filthLeaving>BuildingRubble</filthLeaving>
    <building>
      <fixedStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>BodyParts</li>
          </categories>
        </filter>
      </fixedStorageSettings>
    </building>
    <inspectorTabs>
      <li>ExtendedStorage.ITab_Storage</li>
    </inspectorTabs>
    <tickerType>Normal</tickerType>
    <designationCategory>Furniture</designationCategory>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <surfaceType>Item</surfaceType>
    <minifiedDef>MinifiedFurniture</minifiedDef>
    <tradeTags>
      <li>Furniture</li>
    </tradeTags>
  </ThingDef>

</Buildings>
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SpaceDorf

Well thank you, you are having way to much fun with those Storages.

I thought first reaction would be something like this : 


<ThingDef Name="Simple" ParentName="BodyPartBase" Abstract="True">
<tradeTags>
<li>SimpleProstheses</li>
</tradeTags>

<stackLimit>75</stackLimit>

<thingCategories>
<li>SimpleProstheses</li>
</thingCategories>
<statBases>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
</ThingDef>


But honestly, I meant the question. Why do you think it is that way ?
Comments, Theories, Discussion :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

DoctorVanGogh

My money is on "Those things are intended to be scarce, thus we don't really care about stackability".
Appreciate my mods? Buy me a coffee

SpaceDorf

Sounds reasonable, the same way weapons and clothes are not stackable.
But Organs are much smaller, extremities less so, ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker