RimWorld

RimWorld

Pick Up And Haul
FluffyGuy 26 Jul, 2022 @ 6:48pm
is it not working anymore?
please and thanks
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Showing 1-15 of 16 comments
Clod Minet 30 Jul, 2022 @ 2:18pm 
I don't know. I download this mod, but nothing worked :steamsad:
Elementaruss 8 Aug, 2022 @ 9:45am 
It work fine for me, what is not working for you?
Az_Dreamer 14 Aug, 2022 @ 7:09pm 
When I start a new game,it work,but after a while,it didn't work at all……I don't know whether it's time or load save that makes it ineffective.There even no red warn in my mod list
Animal 7 18 Sep, 2022 @ 3:10am 
for me it causes a real weird error that prevents devmode menus from opening (although that's probably a incompatibility with something.)
Miltonian 19 Oct, 2022 @ 2:12pm 
Well, he said he is done modding, so don't expect this to be updated unless someone else picks it up.
King Doom 1 Feb, 2023 @ 1:41am 
Originally posted by Miltonian:
Well, he said he is done modding, so don't expect this to be updated unless someone else picks it up.

Where did he say he was finished with modding at? was looking, couldn't see anything.
Dzik 8 Feb, 2023 @ 1:53pm 
Same here, my pawns mine, harvest plants and just leave it here for another guy to cross half the map to pick the stuff. So, pretty vanilla.
Elementaruss 9 Feb, 2023 @ 9:30am 
@Az_Dreamer, you mean they stop hauling anything, or they just haul one by one ?

@Manul, Weird, did you try dev mode without any mods ?

@Dzik, that's not the mod, it's your tasks priority that make this happened. It's dumb but it's how the game work. If you have a big colony, you should assign some workers to the hauling task at high priority, and you can train animals to make them hauling too (watch out their area), they will hauling as soon as they can!
Dzik 11 Feb, 2023 @ 1:00pm 
Originally posted by Elementaruss:
@Az_Dreamer, you mean they stop hauling anything, or they just haul one by one ?

@Manul, Weird, did you try dev mode without any mods ?

@Dzik, that's not the mod, it's your tasks priority that make this happened. It's dumb but it's how the game work. If you have a big colony, you should assign some workers to the hauling task at high priority, and you can train animals to make them hauling too (watch out their area), they will hauling as soon as they can!
Thanks for the response, indeed the game's AI is just fussy by default. Sometimes they easily haul 10 stacks of corn (thanks to the mod), on other times (farther) stuff like berries is just lying across the map for other pawns to pick up. I'll play around with hauling priority :)
Elementaruss 12 Feb, 2023 @ 3:43am 
You can also just manually tell to the pawns near by to haul the stuff, if you have the time to do so xP With +30 pawns colony, it can be hard to manage this little things.
Morale -10 14 Feb, 2023 @ 4:03pm 
My colonists couldn't move at all, removed this mod and it started working instantly
My mod list: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2930985321

Exception ticking Pat (at (333, 0, 229)): System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Verse.AI.PathFinder.FindPath (Verse.IntVec3 start, Verse.LocalTargetInfo dest, Verse.TraverseParms traverseParms, Verse.AI.PathEndMode peMode, Verse.AI.PathFinderCostTuning tuning) [0x00856] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.AI.PathFinder.FindPath (Verse.IntVec3 start, Verse.LocalTargetInfo dest, Verse.Pawn pawn, Verse.AI.PathEndMode peMode, Verse.AI.PathFinderCostTuning tuning) [0x0003e] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.Verse.AI.Pawn_PathFollower.GenerateNewPath_Patch1(Verse.AI.Pawn_PathFollower)
at Verse.AI.Pawn_PathFollower.TrySetNewPath () [0x00000] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1(Verse.AI.Pawn_PathFollower)
at Verse.AI.Pawn_PathFollower.PatherTick () [0x001d8] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.Pawn.Tick () [0x00073] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.TickList.Tick () [0x0015c] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Elementaruss 17 Feb, 2023 @ 1:44pm 
@Morale -10, It's surely an incompatibility with a mod of your list. You can try to disable those you think it could cause the issue and test, until you catch the guilty.
Originally posted by Morale -10:
My colonists couldn't move at all, removed this mod and it started working instantly
My mod list: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2930985321

Exception ticking Pat (at (333, 0, 229)): System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Verse.AI.PathFinder.FindPath (Verse.IntVec3 start, Verse.LocalTargetInfo dest, Verse.TraverseParms traverseParms, Verse.AI.PathEndMode peMode, Verse.AI.PathFinderCostTuning tuning) [0x00856] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.AI.PathFinder.FindPath (Verse.IntVec3 start, Verse.LocalTargetInfo dest, Verse.Pawn pawn, Verse.AI.PathEndMode peMode, Verse.AI.PathFinderCostTuning tuning) [0x0003e] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.Verse.AI.Pawn_PathFollower.GenerateNewPath_Patch1(Verse.AI.Pawn_PathFollower)
at Verse.AI.Pawn_PathFollower.TrySetNewPath () [0x00000] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1(Verse.AI.Pawn_PathFollower)
at Verse.AI.Pawn_PathFollower.PatherTick () [0x001d8] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.Pawn.Tick () [0x00073] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.TickList.Tick () [0x0015c] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()


Same issue, haven't checked if it was this mod, but considering that I've used this mod for ages and only now am I having this problem means it's definitely a mod conflict from another mod. From the mods I'm personally using, it's probably not common sense either, CAI 5000 wasn't it either, or While You're Up. That still leaves quite a number of choices left considering that anything that even touches the actions that the AI will do could be an issue.

My only guess, check you subscribed mods and sort by "date updated". Any mod that causes any changes to the AI might be it. Also post your entire log.
Last edited by Tri-Enclave President CEO; 14 Mar, 2023 @ 4:39pm
Thomus 6 Mar, 2024 @ 3:45am 
This mod doesn't work anymore on my side, no error in the logs, "While You're Up" still works. I tried to remove the perf mods for test, still not working. I'll leave it and hope it'll work again one day as it stopped working.
Elementaruss 7 May, 2024 @ 12:46pm 
Still using this mod on 1.5 and work fine for me
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