RimWorld
1,506 oy
Haul to Stack
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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868.897 KB
17 Haz 2017 @ 23:55
25 Tem @ 20:24
34 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Haul to Stack

Açıklama
Compatible with Versions 1.0-1.6
Fixed crash when assigning a stockpile for bills

Features
Haulers will prioritize hauling to an existing stack even when multiple pawns are hauling.
Haulers no longer reserve the haul-to tile meaning multiple pawns can haul to the same tile at once.


Issues
If your pawns are just standing around go here: Standing Bug
If your having other problems leave a comment with a description of your issue and/or feel free to message me in the steam group chat I've created here. It's a better way to discuss issues you might be having.
You may still see your pawns haul to different stacks, this will happen under the following conditions:
  • there are no existing stacks
  • the existing stacks are full
  • pawn is hauling more than the destination stack can hold
Example: If you get a pod drop with new loot and two pawns pickup some before any is placed, they might pick different spots in the stockpile to haul to. I'm working on a system where they can share with eachother which tile they plan on placing new loot on which should fix that issue.

Conflicts
This mod doesn't work well with PickUpAndHaul.
UPDATE: as of 1.4 (or maybe one of their 1.3 updates) it looks like if you install PickUpAndHaul my mod (Haul to Stack) no longer does anything. It doesn't look like there's any harm in having both installed, mine just won't work. Keep that in mind if you try to use Haul to Stack.

The below only applies to PickUpAndHaul on older versions of Rimworld
Using both won't cause the game to crash or anything.. my mod just doesn't really work when you're using PickUpAndHaul. I looked into potentially fixing this but due to how PickUpAndHaul is written, a fix for this particular issue is beyond my current skill level. I do revisit this conflict occasionally but unfortunately I don't anticipate ever actually pushing out a fix. That being said I've created a discussion thread you can subscribe to if you'd like updates on the status of this conflict if I have any (I locked the thread so you won't get 'I have this issue too' notifications)
https://steamcommunity.com/workshop/filedetails/discussion/949498803/1736595227837401833/


Thanks to @Trips on the rimworld discord server for the Haul to Stack preview picture.

Github
https://github.com/jkluch/HaulToStack
Popüler Tartışmalar Tümünü Görüntüle (8)
5
30 Tem @ 8:58
SABİT: Version 1.6 issues
ItsComcastic
37
31 Tem @ 20:29
Standing Bug
ItsComcastic
3
3 Oca @ 19:03
Version 1.5 issues
ItsComcastic
324 Yorum
HorusAximand 1 Ağu @ 8:46 
ahh all good also thank you for making this kind of mod you are an unsung hero
ItsComcastic  [yaratıcı] 31 Tem @ 21:03 
@Tyrant if you're referring to the haul destination it's unlikely but maybe. If your problem is you have multiple small stockpiles, I suggest using a low stackpile priority on small stacks, and have a bigger stack with higher priority. They'll use the small stack first, then consolidate to the large stack when they have time. Current logic for the mod is the game picks a tile to haul to, then the mod looks at the location picked by the game. If that location has a partial stack the mod approves that tile. If the location does not contain the haul item, the mod will search the full stockpile to see if any of the tiles have a partial stack and it will use that tile instead. If the game chosen stockpile doesn't have the haul item in it at all then the mod falls back to the game chosen tile. I did have the mod additionally search ALL stockpiles for a partial stack but I removed that at some point because I never made it a toggle and generally that behavior wasn't ideal.
ItsComcastic  [yaratıcı] 31 Tem @ 20:50 
@HorusAximand I unfortunately don't have any DLC for this game and I think mechanoids can only haul with DLC. I would assume that their hauling logic is similar to either animals or humans and I know in most cases both don't have issues hauling with my mod. It's sounding like there might be an edge case I haven't accounted for in 1.6 but I haven't gotten enough info from people been able to replicate the issue yet on my end.
Tyrant 30 Tem @ 21:33 
Would you please add some mod options, particularly for search radius for stack merging? I've been wanting a berry harvester to be more proactive about searching for mergeable stacks before hauling the harvested berries back.
HorusAximand 29 Tem @ 7:19 
got no idea if this helps but ive been having major bugs with your mod and mechanoids hauling stuff namely smokeleaf leave i gewt an error about over 10 jobs created in one second to haul em to a cell
Flamangos 27 Tem @ 3:14 
@ItsComcastic Absolute chad thank you
La2o 26 Tem @ 7:48 
@ItsComcastic God bless thank you.
I don't know honestly, but i noticed my game breaks more with HugsLib based mods, its most definitely is a skill issue on my end. However, i noticed i get incredibly low errors without it and try to make modlists without any HugsLib mods.

Anyway, thank you so much for removing the dependency, much appreciated!
ItsComcastic  [yaratıcı] 25 Tem @ 20:39 
I don't entirely get the hate for HugsLib, I haven't seen performance impact from it but I haven't been using it's features much in this mod recently so I spent a bit removing all HugsLib references. HaulToStack is now HugsLib free.
Flamangos 25 Tem @ 6:47 
Seems like rimworld is moving on from that awful mod thank fuck
Flamangos 25 Tem @ 6:47 
Really wish this didnt need Hugs Lib. I switched from allow to to Keyz Utilities and I gained 300 tps remvoving Hugs. This is the last must have mod that requires it :(