About this mod
Organic resource inventory is less cluttered by swapping out the sub-types, i.e. "Fiber (Bone)", for the main type, i.e. "Fiber" when picking up resources so they will stack.
- Requirements
- Permissions and credits
For example, Fiber has the following sub-types:
Fiber (Bone)
Fiber (Carapace)
Fiber (Hide)
Fiber (Leaf)
Fiber (Root)
Fiber (Stalk)
Fiber (Tissue)
In total, there are 289 different organic resources.... insanity.
And each one of those gives you the same thing. Every Fiber resource gives you 1x ResOrgCommonFiber "Fiber" [IRES:00077821]. Each OrgCommonMetabolicAgent gives you 1x ResOrgCommonMetabolicAgent [IRES:0029F3FD] and so on.
There is absolutely NO practical reason to have 289 different organic resources that I could find. Each sub-type has the same value and the same components.
This mod will listen for inventory events and when an organic resource is added to your inventory, it will automatically swap it out for the main type. So if you pick up (2) Fiber (Carapace), it will remove them and add (2) Fiber.
I've also reduced the weight of the 24 main types to 0.1 since this was the lowest weight for the sub-types for the resources. If I did not do this, then you would very quickly become over encumbered as the "base" types weigh more.
If you install mid-game, drop all your organic resources in your inventory and pick them up again. It will take some time depending on how many resources you have as the script has to go through every organic resource to make the swaps, but they will (in time) get swapped out automatically. It happens pretty fast when you are just picking up items as you go.