RimWorld

RimWorld

Pick Up And Haul 1.6 Forked
521 Comments
VitaKaninen Oct 18 @ 1:34pm 
No, but when would hostiles be hauling things around your map?
sashaeconomic Oct 18 @ 9:35am 
so raiders and other hostile creature cant use this?
Ilarion Oct 1 @ 2:43am 
@Teemo
Hi, I've encountered an issue where items being hauled to a pawn's inventory via Pick Up And Haul lose their special "hauled" status after saving and then loading that save game.

Steps to Reproduce:
1. The pawn picks up the item and places it in their inventory. The item is correctly marked as a "hauled item" (i.e., intended for a stockpile).
2. Save the game while the item is still in the pawn's inventory.
3. Load that save game.

Expected Behavior:
After loading, the item should still be recognized by PUAH as a "hauled item," and the pawn should attempt to unload it at the earliest opportunity.

Actual Behavior:
After loading, the item's "hauled" status is lost. It is treated as the pawn's personal inventory, effectively becoming "stuck" in their backpack. The pawn makes no attempt to unload it.
NegativeCreep Sep 1 @ 1:45pm 
I was having trouble with this mod not working, pawns wondering. Turned the Slower Pawn Tick mod off and checked everyone's inventory. Most pawns seemed to have items stuck in their inventory so manually dropped them. Saved the game, loaded the game and everything started working again. I think the stuck items might come from Sidearms but not sure.
Balthazad Aug 30 @ 3:30am 
could pls all Pick Up And Haul, CommonSense, While You Are Nearby & While You're Up modders come together and make something functional as we had in times long, long ago?
literally half of all the ppl that ever bought rimworld are subbed to these mods - and as of now, it seems to not be working as intended for anyone.
Capisci Aug 29 @ 11:31am 
@Idiot Sandwich You and Joe can learn to scroll through the comments pages and not ask questions that people have already answered. Or is it faster to wait days for an answer to a question that has already been answered?
Idiot Sandwich Aug 28 @ 7:02pm 
Can someone answer joe please? thats different from mehni's 1.6?
bradson Aug 26 @ 6:58am 
wrong mod @Summer
Mehni is still active
Summer Aug 26 @ 6:55am 
@Joe the original creator passed away and wont be updated any further
KawwaK Aug 25 @ 2:26pm 
@veoba It's Ludeon who should fix and integrate this in the base game.
Joe Aug 19 @ 11:59am 
What is the difference of this version compared the the official mod?
veoba Aug 15 @ 11:14am 
I think someone must make a new one mod like this, someone experienced well enough to build it from zero.
SquirrelGoblin Aug 14 @ 2:52pm 
Could not reserve Thing_Meat_Human479855(current stack count: 18) (layer: null) for Ivo for job Ingest (Job_448773) A = Thing_Meat_Human479855 Giver = JobGiver_GetFood [workGiverDef: null] (now doing job Ingest (Job_448773) A = Thing_Meat_Human479855 Giver = JobGiver_GetFood [workGiverDef: null](curToil=-1)) for maxPawns 10 and stackCount 18.
Existing reservers:
[0] Mariya (job: HaulToInventory (Job_448398) A = Thing_BlocksGranite182131 B = (146, 0, 170) Giver = JobGiver_Work [workGiverDef: HaulToInventory], toil: 2, maxPawns: 1, stackCount: -1)
Seems to be like that... Will try to find out why :(
SquirrelGoblin Aug 14 @ 2:51pm 
Currently doesn't work that well :(
My pawns rarely fill up their inventory.
тетеря, блин Aug 13 @ 11:50am 
someone says the original mod has some incompatibility with Adaptive Storage Framework and/or While You're Up. as I see in RimSort, this version has C+ and may work differently (the original is XML). any experience with these mods? take a look the original mod's comments.
Dant Aug 13 @ 8:29am 
atm Mehni's is a bit more stable
󠀠 Aug 12 @ 6:53pm 
Too heavy for corpse animal, without this mod then can carry corpse animal to food area...
Jack Aufenhand Aug 12 @ 3:24am 
Confirming about the pawns stopping work
TimonIphone Aug 11 @ 1:42pm 
should i use this or Mehni's version? is there any difference?
MStarrBrannigan Aug 11 @ 1:39pm 
I don't know if anyone else has run into this, but I've encountered a bug and this mod seems to be the culprit. After a day or so in game after the last base game update, my pawns stopped working unless directed. For whatever reason, removing this mod fixed it.
Winetoo Aug 10 @ 2:16am 
Same like SKEL reported, i see my pawns going across the map to pick up 40 steel... amongst the group of like 3000. If i ask them manually to haul, when they are close to it, the load up full inventory, otherwise its just back and forth for both pawns and lifters...
Jet Aug 9 @ 3:57pm 
one thing ive noticed is sometimes the search bar shows an item on an animals inventory but scrolling down you cant find it. or at least you cant after you scroll up. it wont show the item anymore even though its on them...
Darkest_97 Aug 8 @ 7:21pm 
I believe both AllowTool and Hugslib are still a little weird after this update so I'd guess it's those and not this. But I haven't used them yet because of that.
Makeithappen Aug 7 @ 7:42pm 
I’m not sure if it’s this mod but I’ve had a weeks worth of lifters grabbing things and never dropping them. I’m not sure they are registering the space allowed in storage. I know pawns won’t pick it up if there isn’t room.

They end up holding a lot of the items they pick up and then it took me a couple days to realize where all the items went. They have it in their inventory. There is a force unload button but it does nothing.
SKEL Aug 6 @ 7:51am 
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.
Teemo  [author] Aug 5 @ 7:08pm 
Ah dang, I saw bradson's mention of a mod to let multiple pawns haul to the same cell. But that mod doesn't work with puah. Oh well, I'll keep working on what I'm working on then
Teemo  [author] Aug 5 @ 7:00pm 
If, somehow, a pawn does get stuck like that. You'd just need to force them off the job somehow, like downing them or something like that.
Teemo  [author] Aug 5 @ 6:59pm 
@IHateTheIRS that's gotta be a weird mod interaction, I don't have much experience with the mods that cause that.

@҉ Gabor incorrect, I have all puah jobs stripped from pawns before every save and restored after every save. This mod on it's own can't cause save corruption. That was one of the first things I fixed
Teemo  [author] Aug 5 @ 6:55pm 
I ripped apart what I had previously been working on because I realized something that would work far better than any previous approach. I've also been trying to even get it working for like 2 weeks now. Although I've made significant progress on it in the past day. It's to let multiple pawns properly reserve a single cell.

@DragonZephyr I'm sure I'll want to do that when I get a better version released and stable. I still haven't yet played more than like 6 hours on odyssey despite picking it up on launch. most of my gameplay has been loading in, loading a save, doing a thing, then closing rimworld lol


@TSense yeah that's something to do with not restricting hauling to a small area and forcing the pawn to find the best route through all the items. sometimes it works out, but other times it's complete wtf are you doing. That's one of the easier things I've gotten fixed on one of my test branches.
Dant Aug 5 @ 6:12am 
someone pointed out on the other mod and i confirmed on this one as well, theres something weird happening with storage framework
sometimes they refuse to grab stuff to put into fridges and storage framework containers
workaround is to have a lower priority stockpile next to the fridge, pawns will take stuff there then later you can move to fridge
DragonZephyr Aug 4 @ 1:17pm 
Can the behaviour of the mod be extended for sub-maps and loading caravans? Collecting things for trips can take large part of an ingame day and actively using sub-maps to live in requires some
effort this could alleviate. (Once its more stable)
Dant Aug 3 @ 4:19pm 
yeah this one is barely working atm, if you keep telling pawns to haul stuff they MAY switch to the mod behavior, sometimes they grab a few things to inventory then depart to storage without filling inventory
original mod seems to be broken atm as well, at least to me and a few other ppl :(
im betting its something with combat extended
Falmingkitter Aug 1 @ 10:21pm 
This mod is currently NOT working as intended for 1.6. Pawns still follow default behaviour.
TSense Aug 1 @ 12:11pm 
Yeah 1.6 is funny for me too.
Freezer on the left, normal stockpile on the right. Pawns run back and forth while unloading and picking up a random amount of stuff. Field of berries and they pick up two stacks of 5 to bring home with 70kg of space unused
Necromenta Jul 29 @ 7:16pm 
Just realized that this mod never worked at all for me, pawns take one thing or one "chunk of thing" at the time, for example, one piece of cloth or "38 out of 100" of steel even if they could take the whole chunk
Capisci Jul 28 @ 4:30am 
@bradson I'm too. I'm using original mod, not fork. But I'm keeping an eye on updates of the fork in case the developer fixes this issue from the original mod. Sorry that I was little unclear in my words.
bradson Jul 27 @ 5:00pm 
I was talking about the original, not this fork, in response to the comments below
Capisci Jul 27 @ 1:42pm 
@bradson read other people's comments under this mod. I have no idea how everything works fine for you, but quite alot of people, and I'm too, see how pawns behave weird with this mod. Even the developer of this version of the mod wrote that he is working on it and that in his test branch the behavior of pawns is much better than it is now. I don't think It's about pawns reserving a full cells
Jet Jul 26 @ 11:24pm 
i hate how pawns wont just haul. if they are right next to storage just drop it off, dont go all over the map.... in 1.5 p and h if u hauled the same item twice in a row it would force haul that item alone instead of going to haul storage
bradson Jul 25 @ 1:07pm 
The Haul To Stack mod released 2017 with the only purpose of allowing multiple pawns to haul to the same cell at the time, was just as relevant when deep storage released 2019 too. That's how old this vanilla limitation is at least. Makes no sense to blame a perfectly normal 1.6 update of PUAH for it.
Setting stackCount to 0 errors are made more common by stackable chunk mods, and are possible with pure vanilla rimworld when unloading caravans containing meals that can't be stacked due to ingredients. Also not caused by PUAH or updates to PUAH
bradson Jul 25 @ 12:37pm 
I'm using the official mod myself with Phaneron's Storage, Neat Storage and the neolithic module. What doesn't work for you @Buzzlightbeer? Pawns use their inventory fine and do haul to storage buildings. That they reserve full cells while hauling is an old vanilla limitation that doesn't break anything else
Fiur Jul 25 @ 12:27pm 
Agreed.
Buzzlightbeer Jul 25 @ 11:55am 
Stop trying to drive people away from this mod by posting the "official" mod. It doesn't work either. Teemo is at least trying to fix it to work with Adaptive Storage Framework. I have seen no mention of trying to fix it by other author. I have nothing against the other author. I am rooting for them and want them to succeed. But Puah is a corner stone for many players. And we should not be discouraging people from trying to fix it.
Mizuki Jul 24 @ 9:22am 
Official mod is already updated to 1.6 o7

https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
҉ Gabor Jul 24 @ 8:49am 
YEP, it causes visual glitches, that will persist even if you disable the mod, your save will be fcked
IHateTheIRS Jul 24 @ 8:26am 
With this mod my screen went violently red and pink to an unrealistic margin and completely blocked out the screen, I'm talking it just glowed like the sun on my screen, sort of like a flashbang.
Kinnu Jul 23 @ 7:06pm 
Since installing this, I have Pawns picking up weapons and just not dropping them. So I have pawns with an armory in their inventory.
bradson Jul 23 @ 4:04pm 
Complex jobs has the haul using inventory work type inserted into maintenance instead of hauling
The Meow? Jul 23 @ 2:56pm 
Using adaptive storage framework with warehouse storage mod + this mod = 95% of the time, pawns will just take one item at a time. Disabled all options in this mod like corpses and animals, etc unchecked doesn't fix this problem either. Right click and forcing pawns to haul stuff actually works and can take multiple items. Micromanaging each pawns isn't the best situation.
SlowPokeDerp Jul 22 @ 2:09pm 
Uncheckikng allow corpses seems to have fixed most of the issue