RimWorld
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Pick Up And Haul
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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2.656 MB
23 ENE 2018 a las 6:31
28 AGO a las 7:39
46 notas sobre cambios ( ver )

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Pick Up And Haul

En 1 colección creada por Mehni
The many mods of Mehni
17 artículos
Descripción
"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]
Discusiones populares Ver todo (49)
3
26 AGO a las 19:39
Red error
Rovstam
27
5
8 AGO a las 14:34
o7
BLAZE
14
5
5 AGO a las 18:59
READ FIRST: Status update 1.6 and future
Necrotic
4.686 comentarios
Wiri 30 AGO a las 8:41 
Hi - I authored the fix(es) released recently. Brads description is accurate, but in more detail:

If you had a vanilla storage building which could support 3x stacks of an item, i.e. 3 * 75 steel - previously PUAH would consider each cell as holding a max of 1x stack. This caused internal confusion within the mod - leading to inconsistent state and pawns under-hauling.

My change fixes this behaviour - and fixes a handful of niche cases relating to pawns over-estimating their ability to carry items, leading to logic issues where pawns would overhaul past their inventory capability.

In my opinion, if your pawns are not hauling after this update, check:
- Your pawns have enough inventory capacity to actually haul anything (the mod checks that you are < 80% (configurable) encumbered)

If they do - report your configuration & setup with some explanation of your testing, it would go a long way to helping. Cheers
ambi 30 AGO a las 7:19 
not sure what happened, but my guys no longer carry stuff in their inventory
bradson 30 AGO a las 3:34 
Common Sense and While You Are Nearby do something completely different. Read the description
Balthazad 30 AGO a las 3:30 
could pls all Pick Up And Haul, CommonSense, While You Are Nearby & While You're Up modders come together and make something functional as we had in times long, long ago?
literally half of all the ppl that ever bought rimworld are subbed to these mods - and as of now, it seems to not be working as intended for anyone.
bradson 29 AGO a las 15:31 
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 29 AGO a las 15:28 
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 29 AGO a las 9:42 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.
Raygne 29 AGO a las 9:17 
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™ 29 AGO a las 3:12 
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 28 AGO a las 20:04 
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.