RimWorld

RimWorld

Pick Up And Haul Unoffical (1.6)
86 Comments
astrodrak 4 hours ago 
is there any known workaround or fork for the issues mentioned in the comments yet? this mod is a godsend but i don't want to tank my fps
Alaska 4 hours ago 
does this still have the bug where colonists will randomly go still and do nothing?
darkfire000 11 Jul @ 2:37am 
If you want to speed up the 1.6 release of the origin mod, make a PR on github for it
Tyrant 7 Jul @ 9:44am 
@amorek It's from the inclusion of source code.
amorek 7 Jul @ 4:23am 
Why is this one 26mb, where original is 1.6mb?
Teemo 4 Jul @ 12:08pm 
There were issues with the 1.5 version reported by a lot of people. I only had random errors that didn't mean anything. No one is fixing 1.5 and earlier though so either you'll have to fix it yourself or move to 1.6.
IN-6-SLR 1 Jul @ 4:36pm 
Hey, does this work with 1.5? Some people have been reporting the original not working anymore
Teemo 1 Jul @ 9:17am 
I dislike when there is no github, it makes it really hard to try and help
Tyrant 1 Jul @ 8:06am 
@teemo There is a source included in the workshop item, but I have no idea if it correlates to the 1.6 version.
Teemo 1 Jul @ 6:41am 
did you upload it to github?
Teemo 1 Jul @ 6:41am 
oops, didn't realize there was an unofficial one yet. I can try yours out to see how it works. and see if I can help fix bugs, I uploaded my version
Bloodyfist 29 Jun @ 8:37pm 
I have ran with different mod set ups in the last few days but everytime i have puah on my colonist quit constructing and only deliver to the stuff until they run out of material or no more contruction building to haul to
moo 29 Jun @ 6:33pm 
Just posted a third bug for infinite recusion recovering a job. Might or might not be PUAH but my log went nuts and this is the first stop before I go bug the other mod authors
Tyrant 29 Jun @ 6:25pm 
Hm. Well. Forgive and forget and all that.
Gerewoatle 29 Jun @ 5:06pm 
@Tyrant - Scroll through the first few pages of comments to see how swimmingly that went when they were actually communicating.
Tyrant 29 Jun @ 5:29am 
I do wish the Workshop author was communicating with us, it would be helpful for tracking down these issues.
TheLoneCenturion 28 Jun @ 4:32pm 
@moo I think the biggest issue right now is how severely it impacts the TPS when in use.

I get 144 frames consistent on normal speed without it and with it it will slam down to 70-90 range and stutter randomly.

Something is causing a major fuck up in this (Likely with mods) but I cant narrow it down with the logs.
moo 28 Jun @ 4:16pm 
I would think you just don't assign the worktype (use work tab)

You *can* pull this from a save and keep going after a re-save which should clear future PUAH errors

Anything else, mod author needs to address
TheLoneCenturion 28 Jun @ 3:47pm 
Is there a way to disable this mode without pulling it from a save, it literally killed my play through until its fixed and if you remove it then you get flooded with haul too errors.
moo 28 Jun @ 3:22pm 
Hmm, I also see the Art worktype also has a hauling jobtype in it (and I think it's a copy) - delivering resources to blueprints/frames
McDuff 28 Jun @ 12:53pm 
I have found that in Complex Jobs the job "stuff things into inventory and haul" is under "maintenance" rather than "hauling." Do you think this is a bug in this mod or that one?
Caramel 28 Jun @ 11:16am 
Some haul job will also eat tps, but still within acceptable range
Caramel 28 Jun @ 11:14am 
Found the problem, when the storage is full and the pawn wants to unload the items
the game will cut your tps in half and lot of lag spike
Tyrant 28 Jun @ 8:13am 
I see that this has been updated, what changes were made?
moo 28 Jun @ 2:13am 
Until this gets fixed, either strip your pawns inventory down so they can do jobs OR unassign failing tasks
moo 28 Jun @ 1:48am 
1.6 bug - overweight pawns cause 10 jobs/tick issue when animal handling
Caramel 26 Jun @ 2:59pm 
I noticed that this mod has way way way more impact on performance in 1.6, probably due to multi-threading compatibility, huge lag spike when hauling (vanilla build in auto test)
-Mar1nad- 24 Jun @ 2:25pm 
THIS MOD BREAKS SAVES
SlowPokeDerp 24 Jun @ 10:48am 
@donut I have the same problem, if I command them to haul with an empty inventory it works, but on their own, they are only grabbing one item and hauling it
FireSloth 23 Jun @ 10:30pm 
I haven't had any problems with this mod, but I'm only running 35 mods right now on a pretty-fresh game. I agree that others may be suffering from mod conflicts, but I'm not running any mods conflicting with this one.
Redrum 23 Jun @ 7:37pm 
The log on page two says the pawn is trying to pick up plasteel, do you have any mods that edit plasteel? Do you have plasteel in your storage somewhere? or mined? I personally had an issue with the Tropikap rainforest mod where my pawn would try to pick up the mod's bamboo trees where the bamboo tree was still in the ground because apparently that item isn't classified properly anymore with 1.6 changes.
Redrum 23 Jun @ 7:32pm 
mod works just fine for me.
talk is cheap 23 Jun @ 7:28pm 
I tested this mod by itself using the 1.6 unstable branch. I found no issues with this mod.

I tested several scenarios around hauling items to a new zone, from an existing zone to a new zone, from one zone to another with higher priority, from an existing zone that now includes a new item in the filter. Ran this for 30 minutes, not one issue.
ojsauce 23 Jun @ 5:49pm 
@Eoral Milk you should practice your social skills instead of your coding skills good lord
no one attacked you, they asked reasonable questions to a mod author and you somehow decided to take the questions as personal attacks against you and your work

If you had spent a moment to see that questions and engagement are your chance to turn a conversation into positive interaction, this thread wouldn't be so mentally ill lmao

thanks for doing modding work for free, hope you get therapy dude
JangoFett2002 23 Jun @ 3:01pm 
this mod does not work. like others have said it only works some of the time and other times they just stand in place until you manually order them
AzoorFox 23 Jun @ 4:31am 
MOD NOT WORKING... UPDATE WHEN????????????????????????
donut 22 Jun @ 4:08pm 
It's just a hunch, but recent rimworld multi-threading scripting changes might have caused that not all hauling jobs are handled by this mod.
donut 22 Jun @ 4:07pm 
I'm only using this version in the game, but still the behavior only works every 4th or 5th time. Otherwise pawns only pick up one item at a time even if there's plenty of space to store items and i have to manually order them to haul, many times over.
Flatline 22 Jun @ 12:26pm 
sadly removing this from a save complete breaks it, everything gets bugged, beware, I am now stuck with this mod until I end this run
Ressic 21 Jun @ 1:26pm 
Works well for me so far! No errors/issues
J2L2 21 Jun @ 8:43am 
спасибо, благодаря тебе я не забросил колнию на бетке. Я настолько привык к этому моду что считал что в самом риворлде есть возможность брать вещи в инвентарь
croooooooooozer 21 Jun @ 7:34am 
thanks bro, this comment section sucks mgod, don't let em get to you <3
Pos 4/5 21 Jun @ 7:06am 
@Bunuffin Yeah, because I don't have interest in learning what kind of person you are, so I can tell everyone you have no knowledge about software and hardware even if you are working in this area.

Tell me do you think this is a good way to do things? I don't know you good enough and judge you based on whatever information I get? So you feel proud judging a mod before you even encountered an issue?

I believe for a normal person, if you encountered a problem, you give bug reports, waiting for response. And you are saying you don't have time testing or playing, so you can say whatever you think about it? Including supporting statements suggesting this mod is "just adding a tag", "not working with 1.6". You definitely have the right to do so, and I think you should be well prepared to be attacked since you are pouring out irresponsible comments.

Why you are mad? You just got what you deserved, critics from people don't like you.
Eoral Milk  [author] 20 Jun @ 5:09pm 
Also, why do you guys always focus on the "Pathfinding"? This mod mainly modifies the job system rather than the pathfinding. My corrections to it mainly involve adjusting the changes in the harmony patch. If you really understand programming, you should take a look at the code instead of making wild guesses here.
Eoral Milk  [author] 20 Jun @ 5:06pm 
I didn't encounter any errors when using it. I am unable to reproduce the error you reported.
Bunuffin 20 Jun @ 2:17pm 
@Pos 4/5 TBH i wouldn't give a damn what you think about me, you are meaningless to me, you can blabber whatever you want and you would not get under my skin, and if people around me are too dumb and fall for it then i dodged the bullet.

"Harmful" statements? about what? a mod? you are joking right?
The problems start if you let people get under your skin, you can react in ways that you wouldn't normally do and make a mistake.

The reason i say what i said, even though i myself are not a C# assembly modder i do have advanced computer knowledge, from software to circuitry (Due to my job), and i have modders that warned me about it...
Some of us don't have time to do testing or are not willing when we could just play the game.
Nuker1110 20 Jun @ 2:15pm 
Disabling this mod and reloading stopped the error.
Nuker1110 20 Jun @ 2:14pm 
I can second the "10 Jobs in 1 Tick" error
Macbuk 20 Jun @ 1:20pm 
I get it, and ultimately the error won't cause any issues if it's just a dummy dependency. People weren't the nicest about it, I agree, and this shouldn't be how communication on this workshop works. Nice to see you removed the dependency anyway it seems :)

though I do admit I am also curious as to how you approached updating the mod for the new pathfinding system.
gh0stashes 20 Jun @ 12:36pm 
Please just fix the errors in the mod. Not being arrogant.

Invalid count: 0, setting to 1. Job was HaulToInventory (Job_1773256) A = Thing_Plasteel37292 B = (123, 0, 52) Giver = JobGiver_Work [workGiverDef: HaulToInventory]
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.Toils_Haul:ErrorCheckForCarry (Verse.Pawn,Verse.Thing,bool)
PickUpAndHaul.JobDriver_HaulToInventory/<>c__DisplayClass1_0:<MakeNewToils>b__2 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()