RimWorld

RimWorld

AC-Enhanced Hauling
43 Comments
Sirarie_Tichee Dec 10, 2017 @ 1:50pm 
B18?
Jstank Dec 2, 2017 @ 9:26am 
I can help your english on the description a bit:

Instead of hauling one by one, colonists will haul as much as they possibly can to the nearest 'stockpile'. If the colonist is incapable of hauling, they work as vanilla.

"If a stockpile is farther than working ground" Not sure what you are trying to say there.
If a stockpile is outside the allowed area, the colonist will not haul it?
Angii Nov 23, 2017 @ 5:48pm 
Has this been abandoned?
Radical Rust Nov 20, 2017 @ 5:06am 
Update to B18?
Gfurst Sep 15, 2017 @ 12:01pm 
yeah, whats up with this? I could swear it was working previously for A17
perhaps its just the subversion difference?
Jarlent Jul 16, 2017 @ 8:13pm 
It had been working for me on A17 but now it's throwing up a new kind of warning? Very strange.
Epishade Jul 15, 2017 @ 2:34pm 
From the description that Madgamer gives, doesn't seem to work with A17. Hope this gets updated soon. Seems really helpful.
xxx_420_Bad_Boy [Wizard_Cum] Jun 29, 2017 @ 12:43pm 
appears to work on A17 and I haven't noticed errors, unless the spider mod throwing some errors is related to this (though I don't know as all items spiders carry seem to be a 1stack anyhow).
Fuglypump Jun 11, 2017 @ 9:14pm 
Please update for a17 I love you!
☾⎛sιтєʀ⎞☽ Jun 7, 2017 @ 10:42pm 
Update please!
onidlorah Jun 7, 2017 @ 4:08pm 
pls update this mod to a17 pls :D
CheeseBurger May 31, 2017 @ 2:36pm 
a17 pls
Alex May 26, 2017 @ 10:33pm 
Looking forward to a17 update. Thanks!
Omnom May 26, 2017 @ 4:52pm 
Please update this to a17! :D
BlueTressym Apr 22, 2017 @ 1:11pm 
@Rick Hauling Hysteresis does that, I think.

I love this mod, such a time and effort-saver!
Madgamer13 Apr 10, 2017 @ 4:23pm 
For those unsure about what this mod actually does:

Vanilla pawn behaviour when hauling is to collect one instance of an item and take it to a stockpile. This is not a problem for singular items such as weapons or corpses, but when a stack is picked up it is immediately hauled to a stockpile. This can be a issue if you have multiple small stacks; they are not combined when initially picked up, resulting in a lot of hauling efficiency problems as small stacks of 3 or 4 steel/wood/veggies are hauled individually.

This mod changes pawn behaviour to pick up a stack then seek out another stack of the same thing. They combine the stacks to the current maximum and carry all of it back to the stockpile. You can readily observe this behaviour when hauling the goods from a tree chopping or steel mining operation.
Rick Feb 24, 2017 @ 3:33pm 
@AuntyDonna No matter what you do, it's akward and there aren't any workarounds yet, i've had the same problem with people taking 2 hay all the way out to the barn areas.

Hopefully someone will make an option for storage tabs for "Haul when under x"
total_Fiction Feb 22, 2017 @ 8:01am 
Can the description be made clearer maybe? I have no idea what "Instead of haul one by one, colonists haul as possible as they can..." means. Thanks :)
Nishe Feb 15, 2017 @ 3:27pm 
@SS-Captain Lurmey I don't think this mod would prevent that. However, there are a couple ways you could achieve that.
A, in the settings for the meal production bill, set it to "drop on floor" instead of take to best stockpile. The cook will drop it right there and start cooking the next one, and someone else will have to haul it.
B, leave it on take to best stockpile, but restrict the cook to a zone which includes the nearby fridge but not the one in the hospital. This second option might be a bit awkward if your cook is also someone who does doctoring and has to feed patients.
Lurmey Feb 10, 2017 @ 6:11am 
Would this stop my cooks from taking single meals to the higher priority stockpile I have in the hospital? I don't want them running all the way across my town, I want them to just put the meals in the fridge and have a hauler restock the hospital from time to time.
timmyoh80 Jan 31, 2017 @ 4:25am 
항상 좋은 모드 감사합니다. 세이브파일에도 적용되나요?
WinterWisteria Jan 16, 2017 @ 9:29am 
This mod is fantastic, no more mealdrops being left to rot since they can grab all or most of them in one go. Thank you for this!
Lordawesome Jan 11, 2017 @ 4:49pm 
Theres a typo lol.
Psyche Jan 9, 2017 @ 10:33am 
Is that compatible with No more lazy pawns?
AlcoholV  [author] Jan 9, 2017 @ 12:41am 
@xBlkMik3x This mod is compatible with Hand me that brick
xBlkMik3x Jan 6, 2017 @ 9:48pm 
how does this work with other hauling mods such as hand me that brick?
AlcoholV  [author] Jan 4, 2017 @ 10:02pm 
A16 Updated
EAST Dec 29, 2016 @ 12:13pm 
업데이트좀 부탁드려요.
Jaguar Dec 21, 2016 @ 4:55am 
update to alpha 16.. please!! =)
AlcoholV  [author] Dec 16, 2016 @ 11:05am 
@Rev 비슷한데 제작작업을 하기직전에 딱 필요한 재료만 먼저 운반하는게 조금 다릅니다.
Garlic Dec 16, 2016 @ 8:16am 
@ Super Suit 12 I think it just changes the priority of works, so it wouldn't make your rim carry 75 meats or vegetables to your stove.

아직 모드를 써보진 않았지만, 그냥 봤을땐 그냥 다른 작업보다 운반 작업을 자동으로 우선시하게 하는 거 아닌가요?
AlcoholV  [author] Nov 20, 2016 @ 2:22am 
@Super Suit 12 Well.. I can explain, but I'm not good in english. Shorty, It's a logical problem. For now, this mod is the best way in parts that I can handle it.
DizzyChimera Nov 19, 2016 @ 2:01pm 
I think you misunderstand what I'm saying.
If I place a stove with no stockpile near it, my colonists take the potatoes from the field to the freezer, then spend hours cooking one meal, then grabbing ten more potatoes from where they put them and going back, whereas one would expect them to take the 75 potatoes from the field directly to the stove and place them next to the stove so they're right there and take moments rather than ages to grab. So I put a stockpile by my stove and they bring potatoes there, and they're much faster. What I want to know is why they take things to the nearest stockpile and not where they're working if they need it all. If they need 30 steel and it's a stack of 75, it'd make sense to carry the excess to the stockpile and the 30 to the thing they're building, yes, but for cooks, this makes them still less efficient than they can be.
AlcoholV  [author] Nov 19, 2016 @ 12:32pm 
@super suit 12 check your stockpile prioirty. or send me your save file plz.
DizzyChimera Nov 19, 2016 @ 12:28pm 
why not have them take it to the place they're working? I still have to put ingredient stockpiles by my stove or else my chef takes forever running back and forth from the freezer to grab more potatoes.
AlcoholV  [author] Nov 15, 2016 @ 2:54pm 
@Thundercraft No, It may not compatible with RWP.
Thundercraft Nov 14, 2016 @ 11:11pm 
Is this compatible with Refactored Work Priorities?
tyriael_soban Nov 14, 2016 @ 6:59am 
when you say "common sense"; do you mean that im not going to see three different pawns collecting piles of lumber that are within 5 blocks of eachother, when the sum total of those piles is less than 75?
Manserk Nov 14, 2016 @ 5:37am 
Would it be possible to implement the same behavior for crafting jobs ? example the cook bring a stack of meat closer and then work
AlcoholV  [author] Nov 13, 2016 @ 8:32pm 
@sybersmoke No, I didn't touch organize part algorithm, yet.
sybersmoke Nov 11, 2016 @ 1:19pm 
Will the haulers organize a stockpile? So if you have a hauler bring in a partial stack of goods, and you have other partil stacks in the stockpile...will they prefer to fill the stacks rather then drop what they have making a new stack on the ground?
AlcoholV  [author] Nov 11, 2016 @ 3:19am 
@vincent
It is re-ally specific case.. Dont,t have to worry about that.
Manserk Nov 11, 2016 @ 2:02am 
works fine for me ! not sure what "Programmatically, Hauler prefer left side material even right one is closer. " means coud you explain it please ?