RimWorld

RimWorld

1,528 ratings
Haul to Stack
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
868.897 KB
Jun 17, 2017 @ 11:55pm
Jul 25 @ 8:24pm
34 Change Notes ( view )

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Haul to Stack

Description
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
Popular Discussions View All (8)
5
Jul 30 @ 8:58am
PINNED: Version 1.6 issues
ItsComcastic
37
Jul 31 @ 8:29pm
Standing Bug
ItsComcastic
3
Jan 3 @ 7:03pm
Version 1.5 issues
ItsComcastic
328 Comments
Slimez Sep 6 @ 10:58am 
So I think this relates to the second and third most recent comments, but in my experience, the dropping items happens much more frequently when the original task was "haul urgently". The dropping also does happen if there is no longer a valid destination tile due to a different pawn finishing a job first that filled the last valid spot.

Unfortunately what happens a lot for me is that I have some large, lower priority stockpiles, and some tiny, specific high priority stockpiles in my workshop (storage crates from storage extended), and so a bunch of pawns will all go rush to fill any gaps in this high priority crate, and the first one who gets there just walks away, and everyone else runs to put back their items. Not very noticeable when the colony is busy with other stuff. So I'm really not sure which mod is causing the error or if it is just bad compatibility or weird base-game stuff.
······无言 Aug 26 @ 7:41am 
1,这个mod与pick up and haul 或者acthung 好像不兼容,会干扰小人多次搬运物品。(but i am not sure about it.)
ItsComcastic  [author] Aug 19 @ 7:29pm 
If I know that the current haul job will fill the stack I have the pawn reserve it. I'm not always going to know if this is the case if there are 3 people hauling and the first 2 are going to fill the stack before the 3rd gets there what typically happens with the 3rd pawn is they fail their haul job and without dropping what they are holding, immediately start a new haul job with a new valid destination tile. I don't know if this is guaranteed behavior, so it's possible they drop their hauled item and go do something else but I haven't seen this behavior myself.
Zyrithithrall Aug 19 @ 6:38pm 
So what happens if the pawns hauling stuff fill the stack before the other pawns are done?
Will they just drop items.
Or detect the pile filled up and start a new one.
Or will the pawns still try to unload on the filled tile but it gets placed next to the tile instead.
HorusAximand Aug 1 @ 8:46am 
ahh all good also thank you for making this kind of mod you are an unsung hero
ItsComcastic  [author] Jul 31 @ 9:03pm 
@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  [author] Jul 31 @ 8:50pm 
@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 Jul 30 @ 9:33pm 
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 Jul 29 @ 7:19am 
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
Porknelius Jul 27 @ 3:14am 
@ItsComcastic Absolute chad thank you