1,905 ratings
Pick Up And Haul
Mod, 1.0
File Size
0.453 MB
Jan 23, 2018 @ 6:31am
May 10 @ 1:00pm
30 Change Notes ( view )

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Pick Up And Haul

In 1 collection by Mehni
The many mods of Mehni
17 items
"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.

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.

- 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.

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

- 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.
Popular Discussions View All (4)
Sep 7 @ 8:26am
Bug reports
Mar 21 @ 4:42pm
So is the mod compatible with combat extended?
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[CZ]Vany Sep 16 @ 1:06am 
lilaque> read my comments below, i guess you got the same issue that i had (check if you have 1.0 CE Guns mod, it may cause that)
lilaque Sep 14 @ 5:42am 
It's great, that colonists can put things into their inventory, when something has to be hauled - e.g. at the beginning, when everything has to be put in storage... or when something valuable crashes down.
The issue is, that my colonists don't empty their pockets. Even if they are idle, the settings for storage are correctly applied and when there's plenty of place. They carry everything around with them - until I manually empty their inventory. >.<

So could you change it into something, that pawns empty their inventory into the storage, when it reaches their max. capacity?
nice thumbnail
pgames-food Aug 27 @ 7:32pm 
(Uuugggg too, but the "many" joke doesnt quite work the same way) :lunar2019piginablanket:
pgames-food Aug 27 @ 7:29pm 
hi, am not sure if that particular inventory action has priority, but i have seen some pawns suddenly interrupt their (manually assigned work order queue, to suddenly do something they feel the need to do, but i think that was because i had allocated some slots in the work management screen, for recreation, and any / work activity for them during the day.

as far as i understand it, they probably will go back to hauling again, when there is nothing in the high priority queue (assuming a mod doesnt force something to have a very high priority, but mehni will know, having mehni talents) :)
andrewjonjones Aug 27 @ 6:01am 
Is there a way (without my intervention) for pawns who are Unloading Inventory to pause what they are doing and fulfil their needs (food, Sleep & rec for example) and then continue unloading?
我妻由乃 Aug 25 @ 3:34pm 
Can't move unfinished sculptures and deep drills, they're too heavy. Pawns can move objects over their capacity if moved to stockpile zone, but how do you move your drills to a new place? My pawns just drop it right away instead of carrying. Strangely enough, I think it worked at first though?

EDIT: My bad, the building sites were outside of allowed zones...
Purrie Aug 24 @ 9:31pm 
Any chance you could include options to disable picking up multiple things mechanic on incidental/on-my-way-there hauling pawns do while doing other jobs? My crafters and doctors keep picking up dozen of items and then run around the base dropping stuff off instead of actually doing their job when only one of those items had a stockpile that was along the way where they were going. My haulers keep complaining other pawns keep stealing their jobs. :(
Mother Aug 22 @ 8:16am 
Is there any way to get rid of the weight limit? I can't even move my steel sculpture of the bench now.
[CZ]Vany Aug 19 @ 3:30am 
@Dfad3: I had the same problem but for me it was CE Guns mod which was in conflict (btw. CE Guns was also incompatible with Facial Stuff). Check if you have it too ;)