RimWorld

RimWorld

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While You're Up (with add-on for PUAH)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.002 MB
Mar 25, 2020 @ 9:12am
Apr 14 @ 1:51pm
76 Change Notes ( view )

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While You're Up (with add-on for PUAH)

Description
Opportunistic hauling.
Haul-to-inventory improvements (if Pick Up And Haul is installed).

Any load order. Add/Remove any time.

GitHub[github.com] Discord[discord.gg] Ko-fi[ko-fi.com]





Much of this mod is improving Pick Up And Haul (optional; installed separately).
If you already use PUAH, you want this mod too.

"But my pawns are walking farther!"
Yes. A slightly longer journey now to avoid a much longer journey next time.


Features
  1. Pick Up And Haul "efficiently unloading"
    We enhance all inventory hauling by unloading only once at each storage destination, in closest order.
    We cache haulable destinations to improve performance.


  2. Opportunistic hauls "on the way to"
    Vanilla has support for opportunities, but with limitations: haulable near your start position, and storage near your job.
    We prefer these, but drop them as requirements to include hauls along the path.

    We skip opportunities when bleeding or forming a caravan.

    Pick Up And Haul
    Modified to grab only surrounding things whose unload path is also opportunistic.


  3. Supplies & ingredients "closer to"
    If hauling resources to storage would bring them closer to their job, do that first (grabbing extra).

    Pick Up And Haul
    Modified to grab extra things headed to the same storage (when higher priority) unless bleeding.
    Grab extra supplies & ingredients headed to the same storage (when equal priority).

    Your builder will never again cross the map to retrieve a single component.




  4. Storage building filters
    Permit or deny for any storage building through settings, or leave automatically managed with mod updates.



Compatibility
Common Sense? Yes. (I prevent incompatible settings from being on at the same time.)
LWM's Deep Storage? Yes. But off by default for Opportunities because storing items takes time.
Perfect Pathfinding? Yes, both of our "Pathfind" settings should be compatible.

@Modders, Since RimWorld v1.0, you can set your JobDef to:
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>


Performance
Vanilla's opportunistic hauling was well-optimized for performance, which this mod painstakingly preserves in its enhancements.
Likewise we aggressively cache all haul destination lookups for all features, even base Pick Up And Haul.




Troubleshooting
• Enable Draw colored path detours in settings.
• Pay attention to job descriptions, is it "on the way to" or "closer to"?
(Moody can display them all.)
• Remember you can disable features without restarting.


Get It Fixed
1. Please save a game when a bug occurs, then reload to verify it reoccurs.
2. Disable the mod from its own options menu - did the bug stop? If so...
3. Send me[discord.gg] your save (Options → Open save data folder). (They zip much smaller.)
I can now fix your bug in days instead of months! 🎉🥳


History
I intended to fork[gist.github.com] the original While You're Up, until I saw RimWorld 1.0 added it[github.com]. This mod improves vanilla's integration, as a successor to the original 💜.


10 jobs in one tick (Standing)
Use "Share logs" and post a link in the comments! <3

This error isn't caused by While You're Up (at least not in years), it's just a link in the chain. WYU, by increasing pawn activity, makes these already-existing issues more visible.

The warning with a link to my Discord is so I can charitably diagnose the actual cause using an unpublished diagnostic mod I've written. (Or at least gather logs to data mine for the cause.)

Diagnosing it usually requires a save file, and < 100 mods. (Too many and I can't load your save, though possibly with Owlchemist's Mid-saver Saver. Or sending me your entire Mods folder.)

2024-05-30
My diagnostics are on pause while waiting for a RimPy update, working on WYU, or enjoying the summer. 😅

You can still join the Discord to send me a save file for later though, and/or to hassle me to get my own diagnostic tool release-ready.


Known Issues
2024-05-30
Pawns should unload before reaching a workbench (like in v1.4), not after. Fix is in progress.
I've also just personally finished adding 3-item shelf support to Pick Up And Haul, but it's not yet live. I may provide a link for beta testing.


Author
Thank you for enjoying my work! ❤️
- Christopher "CodeOptimist" Galpin
My intellectual primer for escaping depression.[weirdist.com]


[github.com] [discord.gg]
[ko-fi.com]
Popular Discussions View All (5)
0
Jan 22 @ 4:40pm
Suggestion for creating a mod that automatically sets a queue of work per colonist for optimal distribute workplaces
Aeomanate
974 Comments
Werewolfie Aug 19 @ 10:07am 
It bugs me when people are using a deep drill on the other side of the map, and then they get hungry or sleepy or whatever and start heading all the way over to the base, and I'm like "Couldn't you just have grabbed some of the drilled steel with you while you're hiking all the way here as well?" I don't know what kind of a coding effort it would be to address this, but I feel like you could maybe check when a resource gathering job ends and the pawn has a new thing they want to do, maybe see if some of the stuff laying around needs to be picked up and taken closer to where that next thing is?
eXeZ|Gamer433 Jul 27 @ 7:55am 
@VitaKaninen
Thanks a lot. I saw this myself, but I dont know which of these settings it exactly is for the change.
VitaKaninen Jul 26 @ 11:34pm 
@eXeZ|Gamer433 Go into the mod settings and set them however you like.
eXeZ|Gamer433 Jul 26 @ 9:28am 
I dont know if its reported before, but its REALLY annoying, when you say to your pawn, that he should put the potatoes in the shelf, but he put the potatoes in his pockets an runs kilometers to haul a rock. When this rock is nearby, okay, well, but how can I avoid SUCH giant "collecting radius"?
b621204 Jul 12 @ 8:06pm 
Thanks for the really informative answer! And the coding you're doing in your free time sounds exciting! Best of luck!
codeoptimist  [author] Jul 12 @ 7:18pm 
@b621204, I don't think the mods fight over pathfinding... 🤔, if PF improves pathfinding then this probably gets that benefit, because just uses really basic vanilla pathfinding stuff... that PF probably patches?

However, there is a stockpile hauling optimization in Performance Fish that this unfortunately can't use.

HOWEVER! I have already done a massive amount of work to make it compatible... including an update to Pick Up And Haul. But they aren't published yet. Summer is extremely busy for me, so it could be a while. But I will probably release some sort of Pick Up And Haul & While You're Up combination beta, to simultaneously test my fixes for both.
b621204 Jul 8 @ 3:01pm 
Does this behave with Performance Fish? Or do the mods fight over pathfinding?
codeoptimist  [author] May 30 @ 1:06pm 
Read what I wrote in "10 jobs in one tick" above if you haven't done so. <3
Ivanik May 30 @ 12:14pm 
Having the same issua as @Randomorph here, I also don't use many mods and when I open the error log all I see is your mod having some kind of issue with the "Slaughter" job, my colonist who's supposed to slaughter our guinea pig keeps standing and nothing seems to help him snap out of it

I'm not using Nociosphere but I'm sure it's conflicting with some other mod, this is the same modlist I used in 1.4 and this only started happening in 1.5 (this was my 1st time playing since 1.5 came out)
codeoptimist  [author] May 30 @ 7:16am 
@Randomorph, that's a very small mod list compared to most! I'd love to get that save file if you can reproduce it. <3