RimWorld

RimWorld

Lifford Sep 16, 2020 @ 8:50pm
Hauling Tips
Hey All,

Any tips on better hauling in 1.2? I got spoiled with Pick up and Haul in 1.1 and earlier where my pawns would just vacuum up everything in an area.
In 1.2 my pawns wander the map and pick up items one at a time and bring them back. Or they pick up 75 corn and wander back. I had 6000+ corn lying in a field which would take my pawn 85 trips to get it all.
I've tried mods "10x carrying capacity" and "XXL stacks" so they carry 750 corn a haul but its still soooooooo painful to watch them clean up after a big raid. . . . walk across the base. pick up one helmet. walk to storage. . . . and repeat forever.
Any tips? Am I missing something with 1.2?
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Showing 1-5 of 5 comments
HunterSilver Sep 16, 2020 @ 9:21pm 
Pick up and haul is still working for 1.2. It hasn't updated yet but 1.2 didn't break it either.
On one hand you can still use trick that pick up and haul made into full mod. On the other - do you have good enough food supply for dogs or other hauling animals - if so, you can make dirt floored stockpile (for larger/more messier haulers) and restrict animals to haul to that place while your pawns take from there cutting down at spent time
Astasia Sep 17, 2020 @ 1:02am 
I just use Allow Tool's "Haul Urgently" mechanic when there's a big mess of stuff I really want hauled quickly (like after a raid). I have all my colonists set to a 2 in urgent hauling, with only a few of them with 1 priorities in other important things, so usually the entire colony will go out and start hauling and it gets done very fast.

If your usual crop yields aren't getting hauled reasonably though it sounds like you just need more haulers. It's a pretty important job in a colony and as it grows you generally need a good number of dedicated haulers, or to ease up on other tasks every once in a while to allow everything to catch up. Like in my current colony of 8, 2 are dedicated haulers, 1 is a cleaner then hauler, and 2 more are builders/miners than haulers. I have to remember to give reasonable size construction/mining jobs and then breaks between them to allow those 2 extra haulers time to help out and clean everything up before I assign a new project.

Mods like Pick up and Haul can certainly make it trivial though if you just don't want to think about it.
Paolini Sep 17, 2020 @ 1:04am 
Pick up and haul works fine, i have it along my other 200mods and no problem
Hoki Sep 17, 2020 @ 1:57am 
one thing thats unreleated to mods: if hauling times are too long you might have issues with your base design.

if we're talking about raiders specifically i think of a base with a killbox. next to the killbox should be a storage area for all bad equipment the raiders drop, their corpses, a smelter and a crematory - basically whatevery is viewed as 'trash' should be disposed right next to the killbox.

for fieldwork.... theres not much else that can be added to what has been said already: more dedicated haulers; pick up an haul is functioning. the only thing i can think of that could be added would be options for increasing carry capacity.

options you could do for fieldwork could be rimfactory (dunno if its working in 1.2). this mod features a lot of automation and one of these can harvest fields and put everything onto a belt.

alternativly misc robots for hauling and harvesting drones
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Date Posted: Sep 16, 2020 @ 8:50pm
Posts: 5