RimWorld

RimWorld

3,338 ratings
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
25 Mar, 2020 @ 9:12am
30 May @ 11:30am
81 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]





"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
    Modified to grab only surrounding things whose unload path is also opportunistic.

  2. 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.

  3. 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.

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

  5. Pick Up And Haul "closer to"
    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.



  6. 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.


10 jobs in one tick (Standing)
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 was so I could 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.)

My diagnostic help is CURRENTLY ON PAUSE.


News
2025-06-03
On May 29th I updated this mod to my version 5 for a 24 hour period, but unexpected compatibility issues with other mods caused me to revert the change, and it will be released as a separate mod instead.

It can be extremely frustrating to spend 1,000+ hours on a mod, and 100+ hours on a new update (a merger of PUAH and WYU, simplifying their interaction and compatibility with other mods, and adding multi-slot shelf support for both), have it work beautifully with my usual test suite of mods, and then realize weeks more are required to get it perfectly compatible with other, newer or altered mods, whose code and updates are out of my control.
There are mods now that I'm expected to make mine compatible with, that didn't even exist when I began, and it's the most recently updated mod that is blamed, even though neither author is at fault. And frankly speaking, the people are correct. I *DO* need to make my mod compatible with them. That's the nature of a game like this that thrives on a huge mod ecosystem. It's also why I can't do it anymore.
It's my opinion that this type of C# Harmony modding is a lot more difficult than regular software development because of this shifting landscape of intercompatibility, and it sucks the joy out of programming.

Releasing my v5 as a separate beta mod, may be my last act for RimWorld. Although I believe it to be excellent, I might be too burnt out for that last push of custom coding for compatibility with other mods, so it might just die on the vine instead of flourishing. Does that mean I wasted a few months of my life? Yes it does. But that's okay. I also have an extremely useful mod for diagnosing "10 jobs in one tick" (a general problem with hundreds of mods), that may also never get the final polish to benefit anyone.
Just because these might remain unfinished, with only a "relatively" small amount of work remaining, that doesn't mean that it's the wrong decision to quit. There's a reason it's called the sunk-cost *FALLACY*, because quitting can still be the best decision, regardless of invested work.
Life is going amazing, but I haven't "played" RimWorld in years, and really only one game in the past few. Like Brrainz wrote on his mod descriptions: "It was a great time and now it’s over." It might be over. We will see what next winter brings.


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]
1,168 Comments
AzoorFox 15 Jun @ 1:28pm 
UPDATE WHEN??????????????????
SP4RTAN 13 Jun @ 11:13am 
Hopefully the 1.6 pathfinding refactor will make this even better in the future
codeoptimist  [author] 6 Jun @ 1:02pm 
@Alison, there's no update, it has been rolled back. <3 Make sure the mod says "While You're Up (with add-on for PUAH)" and install Pick Up And Haul separately (if you use it).

@Hagamablabla, appreciate that.
Alison 4 Jun @ 2:32am 
@codeoptimist Hello, after playing the game several days after the update, I noticed that the "pick up" choice no longer appears in the drop down menu when I right clicked an item. If I remembered correctly this issue seems to appeared after the update. Can you investigate that?
Hagamablabla 3 Jun @ 12:29pm 
Thank you for the work you've put into this mod over the last 5 years. You don't owe the players anything, which makes me appreciate all that you have given to us. I hope your life continues to go amazing!
ozeola1 3 Jun @ 11:23am 
Can this mod make my pawn to haul several types of resouces at once? For example the building needs 1 steel and i wood. My pawn go to storage take 1 wood and haul. Then he return to same storage to take 1 steel. it is possible to make them take both at once?
codeoptimist  [author] 3 Jun @ 9:42am 
Thanks @CrAZyKirBy!
JotNyangE 3 Jun @ 1:11am 
Thank god for the roll-back. Sometimes it is best to leave things as is if it ain't broken.
CrAZyKirBy 2 Jun @ 5:11pm 
I got to play that beautiful version of this mod pack and it worked entirely for me. I didn't have any issues during the entire time v5 was operational. I also had another haul mod stacked on top of this mod pack and it was amazing to see both mods work in harmony ;) I'm glad I got to experience the 1000+ hours of work you put into it before it was reverted. Thank you for giving your best to this mod pack and I hope your summer goes great. Whether you decide to return or not, it's been an honor playing this mod pack. o7
Reaper415 1 Jun @ 1:05pm 
@TheTh1rt33nth @Brandon12340987 This happens when your colonists are trying to path to an inaccessible tile. I got this when trying to build a wall lamp behind a deepchem tank (from vanilla chemfuel expanded). Since that's an impassable object, they couldn't reach behind it to build the light, so all my builders got the "standing" bug. Deconstructing the tank fixed them all and they went about their jobs like normal.

So, check to see which pawns are standing, and see what jobs they have and whether they're trying to access a place that they can't path to or not.

This problem is not caused by this mod's latest update, it happened to me in the past as well and is a pathing problem.