RimWorld

RimWorld

Pick Up And Haul
4,643 Comments
TheSpig 23 hours ago 
Great mod works ok for me only when not using ASF storage mods.
True Winger Aug 20 @ 9:00pm 
o7 RIP king--your legacy will live forever so long as this game does, too
CQ-little Aug 19 @ 12:35am 
o7 rip
Friendly Dad Aug 18 @ 10:58pm 
I found a fix for anyone struggling with colonists stuck on “standing.” A lot of people also saying similar issues with storage and allow mods. Here is what fixed for me: remove constructions your pawns can’t get to.

In corner of my base was a wall lamp blocked by a fence, it was ruining their work and pathing causing the “bug.”

Everything working okay now!
MW Aug 18 @ 10:18pm 
LO231229 Ty:D
CornTheConqueror Aug 18 @ 7:26pm 
does it work still?
余一白 Aug 18 @ 3:00am 
非常顺手的一个mod
鼓风机小撤硕 Aug 17 @ 6:24am 
o7 and RIP
荷戟执子手 Aug 17 @ 3:01am 
i met the same thing with Classic.And i found that use this will cause the game lag
Classic Aug 16 @ 7:15pm 
I am having an issue with what @eliws said.

I haven’t been able to fix this issue. After removing this mod during a save, many of the UI elements disappear, but are still active in-game. Including (most) colonists, toolbar on the bottom, and almost everything has *something* wrong. It is weird.
刀剑笑 Aug 16 @ 3:49pm 
thank you for this good mod
yxhh2 Aug 16 @ 10:33am 
07
Mr. Ben Ben Aug 16 @ 9:55am 
I'm getting an error about pawns starting 10 jobs in one tick and I can't save any of my pets from failed surgeries or whatever. Is this mod the problem?
GoinAsyria Aug 15 @ 10:34pm 
@LO231229
ty
Help Here Aug 15 @ 1:14pm 
o7
Thank you
eliws Aug 15 @ 1:02pm 
Anyone know how to fix an issue where the UI disappears (and a load of other stuff goes wrong) after removing this mod from a save? Will definitely be making backups every time in the future..
老陈皮 Aug 14 @ 10:52pm 
thank you for this good mod
NoFightNoApex Aug 14 @ 7:49pm 
very good mod. hey.......just thanks. o7
Sen5iz Aug 14 @ 9:56am 
DOESNT WORK WITH ANY MOD THATS CONNECTED WITH ADAPTIVE STORAGE FRAMEWORK!!!:steambored::steammocking:
Havre Aug 14 @ 4:44am 
This mod currently breaks apparel policies. Pawns won't go equipping available gear if assigned to them.
Pure Night Fool Aug 13 @ 11:48pm 
o7
01ax Aug 13 @ 4:44pm 
I wonder how many of us are looking between the different PUAH options waiting for a working release? :)
Sen5iz Aug 13 @ 12:35pm 
vanilla: ill only carry 1 stack and ignore other 4144 rice
PUAH: ill carry two stacks and ignore other 4144 despite having 20kg of free space in my inventory.

I hoped this mod would fix this problem but no
LO231229 Aug 13 @ 7:33am 
It seems to have a bug when it's used together with the Adaptive Storage Framework or While You're Up.

ASF allows us to set up storage savings for different items in a "single building" that only occupy one cell. However, the haul program may only allow one pawn to occupy that cell at the same time. That may be the reason why the pawn would stop doing anything (the system keeps reloading the mission until the first pawn finishes his/her mission.This bug is usual in a busy storage like food storage in my game. In other storage, it never happens.

Using PUAH with While You're Up will make a pawn do "10 jobs in one tick". In my game, it would make the pawn keep taking and putting items until I recruit him/her.

I don't want to uninstall any of them. I found that if I changed the mod options → pick up and haul → "Minimum free inventory... hauling to inventory" to 0. This will make these bugs appear less frequently. It works for me, hope it helpful to you.
Vinni Pukh Aug 12 @ 10:59am 
I'm running into two minor annoyances with this mod that I'd love to see remedied one day :)

One, when animals are hauling, if they get interrupted by training/sleeping/etc, they never seem to resume the unloading action and then are walking around with a ton of stuff in their inventory. With animals that have a fairly large inventory, like bears or thrumbos (the majority of my animals lmao), they're almost guaranteed to get interrupted before their inventory is considered full enough to start unloading, so I'm constantly having to manually drop things from their inventory.

Second, I'm using a couple of mods that let pawns use tools from their inventory to do jobs. Unfortunately if they happen to unload their inventories, they always unload the tools along with them and then don't have them later.
Trungad Aug 12 @ 6:27am 
There are some weird issues ive found with this, pawns that butcher do not pickup all meats before hauling to stockpile, and Pawns forced to haul will pick up all meats may go to sleep before finishing their hauling, Holding all the non refrigerated meats on them.
Wolfy910 Aug 11 @ 10:32pm 
can this be added or removed from a save game ?
别鲨我呜呜 Aug 11 @ 6:03pm 
o7
50-50 Aug 11 @ 3:19pm 
o7
Sirius Bolton Aug 11 @ 12:52pm 
o7
uluan Aug 11 @ 7:35am 
o7
Mr. Ben Ben Aug 10 @ 3:55pm 
I'm getting an error about pawns starting 10 jobs in one tick and I can't save any of my pets from failed surgeries or whatever. Is this mod the problem?
Han_Kao_0614 Aug 9 @ 11:03am 
o7
路邊蹲的喵叔 Aug 9 @ 9:12am 
o7
萌面人 Aug 8 @ 10:27pm 
o7
BallStretcher Aug 8 @ 7:38pm 
like even in 1.5
BallStretcher Aug 8 @ 7:38pm 
@SKEL me too, ive been experiencing that for a while now
Mr. Ben Ben Aug 8 @ 6:43am 
I'm getting an error about pawns starting 10 jobs in one tick and I can't save any of my pets from failed surgeries or whatever. Is this mod the problem?
Gelato Aug 8 @ 12:30am 
@Rovstam Same here
SKEL Aug 6 @ 7:50am 
Im having a issue with the "Haul Urgently" from AllowTools, pawns are only getting 1 stack instead of trying to carry everything they can. Dont know if the problem is with this mod or the other.
눈꽃잎 Aug 6 @ 6:57am 
i got the same below error abot RawCorn
Asteroid 25399 Aug 6 @ 2:32am 
I'm getting the same error now.
Rovstam Aug 5 @ 7:33pm 
I got this error

Invalid count: 0, setting to 1. Job was HaulToInventory (Job_302611) A = Thing_RawRice49015 B = (198, 0, 228) Giver = JobGiver_Work [workGiverDef: HaulToInventory]
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.Toils_Haul:ErrorCheckForCarry (Verse.Pawn,Verse.Thing,bool)
PickUpAndHaul.JobDriver_HaulToInventory/<>c__DisplayClass1_0:<MakeNewToils>b__2 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Dant Aug 5 @ 7:04am 
@Witch~ one of the contributors to the mod, Uuugggg, passed away. The mod creator Mehni is still alive though, hopefully doing fine
Cyber Witch ~ Aug 5 @ 3:38am 
Whats going on what happened
Blackpen Aug 5 @ 2:19am 
Thanks for bringing us this wonderful mod o7
tianming Aug 5 @ 12:54am 
seems like pack animal hauling likes to stop working in the middle of the job
Shai-Hulud Aug 4 @ 7:02pm 
Rest easy
Nightmare Aug 4 @ 4:42pm 
Coming back to the game after 1 year with a hard-on only to realize i can never play without this mod.