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Shelf Stack Logistics Reworked

Положительные голоса98%244 голосов игроков
Подписчики10 тыс.10 026 в Steam Workshop
Размер файла273,45 КБЗагрузка через Steam
Обновление автора17 мая 2026 г.Дата обновления материала
Shelf Stack Logistics Reworked

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  1. Перейдите в Steam

    Откроется страница именно этого материала.

    Открыть в Steam Workshop
  2. Нажмите «Подписаться»

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    Подписаться

О материале

«Shelf Stack Logistics Reworked» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

No more building your entire base around a huge central warehouse!

Adds a "pick-up point" shelf from which crafters of most types of worktables can retrieve anything on a shelf near a "storage designation" sign. Similar to how a Trade Beacon lets trade ships buy from your colony.

This means you can have a barkeep grab food items from a central freezer on the other side of your base.

The intent of the mod is to enable those who like building large pretty bases which otherwise tend to be hindered by hauling time..


Is it magic?


The idea behind the mod is that it represents micro-logistics.

The barkeep isn't materialising oranges and apples from a the farmhouse freezer's storage. He knew beforehand that about he needs to keep about one bowl of fruit to satisfy customer requests on a Tuseday evening.


Technical Details


Available at any tech level, but only items on shelves near a depo sign can be used by the pickup-point shelves.

The shelf will only fetch items the crafter decided to grab; this means that if you have added a workshop radius and the stockpile the item is in is not within that radius then pickup-point won't grab it.

The shelf can grab items any distance away as long as the crafter has targeted it. It is also programmed to (theoretically) grab things from other floors IF the multi-floor solution managed to make the pawn select an item on another floor.


Performance


This mod will likely be a performance win since it dramatically reduces pathfinding around your base. Especially if you have a large base with many possible routes.

The mod itself only activates code the exact moment a crafter scans for an item and when refreshing the radius of the signposts (which happens very rarely).

Mapcomponent: This keeps track of what items are in range of a signpost.

Patch onto the job. It is worth mentioning that this wraps the Ludeon "JumpIfTargetIsInsideBillGiver" so all of Ludeon's method's cost shows up as if it was this mod costing stuff. Technical info? Ludeon has a "delegate" on an item runs some code. To avoid modifying their delegate I remove their delegate and replace it with my own tiny delegate that runs Ludeon's original delegate as a final step. This means the cost of Ludeon's method will show up on mine.

And uh, as you can see from the image the cost is roughly somewhere between nothing and none at all. :D

Perfomance TL;DR!!

Cost? Like a butterfly on a container ship.

Gain? Potentially significant depending on how much pathfinding you save.


Credits


Pickup shelf/table and stockpile signpost by Sir Van!


[

Mod Discord

](https://discord.gg/Q38YF9VzgB)[](https://ko-fi.com/redmattis)

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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