0.B has been a mixed bag for hoarders: on one hand, there’s more stuff to go out and find and haul back to base where it’ll most likely sit on a shelf where all it does is feed into your OCD scavenging, but on the other there appear to be more behind-the-scenes checks of said items, checks which become more apparent - and intrusive - as your stash goes. From what I’ve seen from my own playtime and reading the comments of other posters, it seems to be rooted in that said checks are done on a per-stack basis, and since a lot of your items sit in stacks of 1, that means a lot of stacks that have to be checked. 500 rags sitting in a square require 500 instances of a rag with position, condition and all the other per-stack info. Meanwhile, 500 nails sitting in the same tile, because they use charges for quantity, are just one instance of position, condition and whatever else, with one extra flag that says “there are 500 nails in this instance”.
So I did a little test. I went and edited some of the items in the Melee and Tools item files so that they looked like so:
"type":"AMMO",
"id": "scrap",
"symbol": ",",
"color": "light_gray",
"name": "scrap metal",
"category": "spare_parts",
"description": "An assortment of small bits of metal and scrap useful in all kinds of crafting",
"price": 1000,
"material": "steel",
"weight": 113,
"volume": 1,
"bashing": 1,
"cutting": 0,
"to_hit": -2,
"ammo_type" : "NULL",
"damage" : 0,
"pierce" : 0,
"range" : 0,
"dispersion" : 0,
"recoil" : 0,
"count" : 1
When I loaded my save, all the items were in separate instances of 1 charge each. Once moved into a new tile, though, they stacked like any other item that enjoys charge stacking, like copper wire and batteries - and performance improved considerably. What took ~3 seconds to process before now only takes 1 second. Tidying the house no longer takes hours upon hours upon hours of game-time and minutes of holding Enter or watching Move All shift stuff from one square to another.
Rags, fur, leather, plastic chunks, scrap metal, chunks and lumps of steel, circuit boards, amplifiers, converters, superglue, on and on - those are the kind of things you’ll get stupendous piles of if you like to grab everything you can, and as they are now are the culprits in hoard slowdowns because they stack as individual items. By making them ammo-type items, however, they’ll stack by charge as a single instance for the whole lot, though still retaining mass and volume, meaning thousands of less item reads across your whole stockpile.
You know what clued me into this, though? Food - vending machine food, specifically. Early on in the game, cookies and other crap were my staple foodsource and some of those bastards were loaded to the brim with snacks, and it was unloading the haul of a recent run that really started the grinding. Hundreds of boxes and bags, all counted as separate items, despite that the contents can be unloaded from them and stacked and moved around with no problem. Why not just remove the cardboard box and plastic bag containers from solid foodstuffs, then? Boxes are good only for burning and fletching (and there’re PLENTY of alternatives for both activities) and the only thing uniquely demanding plastic bags is raincoat making, which doesn’t matter since you can find tons of the damn things. Small plastic bottles, like for salt and gunpowder reagents, are also not in demand explicitly and a regular bottle or something else can always be used in their stead. have stuff spawn in them, then, unless their nature explicitly requires it like with liquids?