RimWorld

RimWorld

154 ratings
Please Haul Perishables (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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493.497 KB
May 13, 2022 @ 12:13pm
Mar 17, 2024 @ 11:55am
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Please Haul Perishables (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of Jellypowereds update
https://steamcommunity.com/sharedfiles/filedetails/?id=2073818889
of MarvinKosh original mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1542424432



[dsc.gg]
[github.com]


With permission, I've updated this to 1.1 compatibility. The only changes made was to detect Pick Up and Haul correctly. Debug mode in the settings gives quite a bit more information as well.
Something I noticed is that this mod makes best effort to haul perishables, but your work priorities still govern when your pawns actually haul.
Original Mod: Please Haul Perishables by Marvin

Original Description Below

Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deteriorate to zero hitpoints in ten days or less.

Rain and water, which both cause higher deterioration rates, will be taken into account.

Perishable items will only be given priority for hauling if they are outside.

A check is made to see if the perishable has a large enough stack size. Things which have a maximum stack size of 1 (weapons and apparel for example) pass automatically. Other perishables must have a high enough stack count for that kind of item. The exact threshold depends on the hauler's current carrying capacity and the ideal carrying capacity for their race, but it only goes as high as 40. The perishable can still pass the check if there are other perishables of the same type nearby, or if it would deteriorate to zero hitpoints in ten days or less.

Food will also be hauled if it needs to go from low to high priority storage.

A new general hauling routine prefers valuable items like silver or big stacks of items for hauling, regardless of whether they are perishable or not. It will look at a square grid and a plus-shaped grid of cells to see if a big stack of the same type of item could be made. The normal general hauling routine picks up any leftovers.

New in this version, if Pick Up and Haul is active, the mod will use its hauling routine instead, but the order in which things will be hauled will still be decided by this mod.

Also, to improve performance, the lists of things to be hauled will be cached in memory and only updated when a certain number of in-game ticks have passed.

A debug mode exists and will give feedback when you right-click a haulable, so if it is not considered perishable or food or a big stack, that will show as a reason for not doing the job, in addition to still allowing you to manually prioritise hauling.

[Version 1.5.2]

Credits - Retained from Marvin's Source

Original code by Marvin.

Preview is originally made by Marvin.

Steam thumbnail image backgrounds are royalty-free images from Pixabay or originally made (badly) by Marvin.

RimWorld unofficial font by Marnador.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


17 Comments
teres_draconis Jan 10 @ 10:38am 
Kvothe : its not going to let you prioritize a lute over a sword, no.
Lurmey Jul 21, 2024 @ 4:34pm 
I noticed another error in there specifically mentioning PHP. Also for added info, those coordinates the "Invalid Count" errors are giving are for various storage buildings using Adaptive Storage Framework, that do not hold Plant Scraps, and a stockpile zone also set to not hold plant scraps.
Lurmey Jul 21, 2024 @ 4:29pm 
I am pretty regularly getting Invalid Count errors related to this workGiver and the Plant Scraps item from Fertile Fields... any ideas? https://gist.github.com/HugsLibRecordKeeper/70396183b9f8366fb6306572564ab89c
Mlie  [author] May 10, 2024 @ 1:13pm 
@Kvothe214 It does not
Kvothe214 May 10, 2024 @ 1:09pm 
does this mod let you customize what items to prioritize over others or only food and silver?
Yoann Dec 6, 2023 @ 11:56am 
Toxic wastepack could be part of perishable things, or have their own task, no?
tinyMusic Oct 10, 2023 @ 5:25pm 
thank you dearly for this! tired of all 30 of my colonists starving over winter because they let half of their rice deteriorate
snowz Sep 14, 2023 @ 1:59am 
Thank you for updating this! :cozybethesda: ❤️
Mlie  [author] Jul 30, 2023 @ 11:24pm 
@Eclipse It should affect any hauling job, regardless of who hauls
Eclipse Jul 30, 2023 @ 9:26pm 
Does it affect lifters?