RimWorld

RimWorld

14,836 ratings
Pick Up And Haul
199
30
150
12
74
33
26
21
36
8
15
20
5
19
9
2
7
7
7
3
5
4
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.656 MB
23 Jan, 2018 @ 6:31am
28 Aug @ 7:39am
46 Change Notes ( view )

Subscribe to download
Pick Up And Haul

In 1 collection by Mehni
The many mods of Mehni
17 items
Description
"Greatest hauling mod ever" - Chicken Plucker

Colonists will gather stuff in their inventory, then haul it all to a stockpile.

This hauling mod will greatly increase hauling efficiency, because pawns can now carry more than one gun or t-shirt. Those smart and intelligent colonists can use their inventory! You gotta see it to believe it.

Functionality:
If possible, colonists that can haul will haul stuff to their inventory, pick up one more item to haul to a stockpile and then unload their inventory. Colonists that have traveled far to haul something, will look further to haul other items to haul. This distance is dynamic, thanks to AlexTD.

Colonists will unload themselves:
- At semi-regular intervals, if their inventory contains multiple items.
- When their inventory has reached a certain mass limit.
- When they haul something else to a stockpile.
- When they're idle.

You can tell colonists to pick up an item and keep it in their inventory. They will remember what they have and keep it on their person. This is very practical for field doctoring, or for animal trainers taming herds of animals.

Want field-doctoring to be even better? Use Smart Medicine by Uuugggg and doctors will automatically use the meds in their inventory.

Limitations:
- Only player-owned humanlikes can use their inventory to haul. Rule of thumb: If you can order it to equip a gun or wear a pair of pants, it'll use their inventory to haul for you. No guests, animals pretending to be robots, dogs, prisoners, or whatever else.

- The unloading isn't 100% perfect, but it's pretty darn close.

Compatibility notes:
- Works great with AllowTool's Haul Urgently.
- Fully compatible with Combat Extended

FAQ:
I cannot pick up a corpse it's too heavy!
- You need a storage stockpile configured to accept corpses. Make a dumping zone.

Credits and thanks:
- erdelf[ko-fi.com] - this mod would not be possible without him
- AlexTD for many direct code contributions.
- Zorba, Why_is_that and Dingo for code and advice
- Chicken Plucker, for the preview image
- Brrainz, for the amazing Harmony library
- (Spdskatr) return false;
- mlie, for keeping it warm
- My patient testers. You know who you are.

Come join us on discord. https://discord.gg/RimWorld

Translations
- Spanish (courtesy of mora145 and 53N4)
- Russian (courtesy of HanabishiRecca)
- Korean (courtesy of Defo and Pu Rn Ha Ni)
- Chinese (courtesy of 烨灬 and shiuanyue)
- PortugueseBrazilian (courtesy of Bambinoff/Edu)
- Italian (courtesy of kenciccio)
- German (courtesy of Prism)
- French (courtesy of qux)

Balance notes:
On the one hand this takes away a frustration of mine, but I can't deny that it won't make the game at least somewhat easier. You can bring back some of that challenge again with my other mods like Sun Tzu Raider Tactics or Climate Cycle ++.

Ludeon: https://ludeon.com/forums/index.php?topic=35832
GitHub: https://github.com/Mehni/PickUpAndHaul/releases
Steam: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1279012058

If you like this mod, please considering buying me a coffee.
[ko-fi.com]
Popular Discussions View All (49)
3
26 Aug @ 7:39pm
Red error
Rovstam
27
5
8 Aug @ 2:34pm
o7
BLAZE
14
5
5 Aug @ 6:59pm
READ FIRST: Status update 1.6 and future
Necrotic
4,682 Comments
bradson 2 hours ago 
The update mainly improved storage building compatibility, making this take maxItemsInCell into account when deciding where to haul to. It also fixed the common sources of the stackCount 0 bug
bradson 2 hours ago 
You'll at minimum need to provide names of the other mods that are required to get something to break here if you want fixed. Logs are often helpful. Maybe a save file. Reproduction steps to know what to do to get the bad interaction. The mod does work fine in most modlists
Mr. Ben Ben 8 hours ago 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.
Raygne 8 hours ago 
Same issue. Pawns aren't using inventory for items now. The update probably broke something. Make sure to not post a changelog to upset entitled idiots.
Terminator™ 14 hours ago 
You should think about why steam user should look for some github or anything else at all in first place? Steam user just uses workshop to subscribe and changelog section to monitor things. Everything else (there and how mod author do his coding and e.t.c.) for common steam user is irrelevant.
Dizzy 21 hours ago 
yes there is absolutely no way to correlate the pr merged 2 days ago, and the subsequent rebuild for release committed today, with the update that also happened today shortly after the aforementioned rebuild. these clearly must be unrelated events. it's literally impossible to glean any meaningful knowledge from this information.
ZzZombo 28 Aug @ 4:45pm 
Nope, that would be you. Tell me how to correlate commits with Steam mod updates which are wholly independent things; you can release a new version on the Workshop but not commit a single thing or commit things w/o making an update, and even if both happen at the same time there is no telling which exact set of commits is included in the update. There are also GitHub releases but at the time of my initial comment the latest release was 2 weeks old.

And frankly, Steam Workshop changelogs exist for a reason, and should be used for information purposes instead of relying on a third-party resource.
Dizzy 28 Aug @ 2:33pm 
i think mehni should never update this mod again specifically to spite benny boy
Mr. Ben Ben 28 Aug @ 2:04pm 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.
Dizzy 28 Aug @ 11:24am 
@ZzZombo you can just say you don't know how GitHub works