RimWorld

RimWorld

4,587 ratings
Pick Up And Haul
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Mod, 1.0, 1.1
File Size
Posted
Updated
0.542 MB
Jan 23, 2018 @ 6:31am
Jul 11 @ 5:57am
33 Change Notes ( view )

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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.

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;
- My patient testers. You know who you are.

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

Translations
- Spanish (Courtesy of sma145)
- Russian (Courtesy of HanabishiRecca)

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://steamcommunity.com/sharedfiles/filedetails/?id=1279012058

If you like this mod, please considering buying me a coffee.
[ko-fi.com]
Popular Discussions View All (13)
28
Nov 5 @ 6:21pm
How to make this mod work for 1.2
Tekkaguya
50
Oct 3 @ 2:01am
Bug reports
Mehni
1
Jul 8 @ 8:32am
Compatibility with old saves?
ukubabe
< >
1,285 Comments
Castilios Nov 10 @ 8:20am 
There is a huge bug with this mod where my colonists lose the ability to consume anything from the beginning in certain games. Ive also had one instance where they could eat but could not haul anything. This was not due to any traits or restrictions. The issues only resolved once disabling this mod. Im on version 1.2.
Mlie Nov 5 @ 11:09am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2277459062
Hope it helps anyone!
DVeL Nov 5 @ 9:13am 
@Pen It does not. It uses this very mod as compatibility.
Pen Nov 3 @ 1:38am 
Use this mod i believe it incorporates this mod in it. for 1.2 that is.

https://steamcommunity.com/sharedfiles/filedetails/?id=2034960453
[Master of Simps] Sapucai Nov 2 @ 8:49pm 
update it please
Worker of month Nov 2 @ 1:47am 
Upgrade pleas
dovy Oct 29 @ 9:33am 
Works with 1.2, the only issue being is that it doesn't work with caravans.
Genaeve Oct 27 @ 4:54pm 
This works for me, as intended, in 1.2.
D'Car Oct 27 @ 2:45pm 
@Heckerpecker It did not work until after I reloaded the game. Pawns were not filling their inventory on initial map load, but started doing it when I came back later. This may be where some people are having problems ... ?
Heckerpecker Oct 27 @ 1:52pm 
@D'Car it works