RimWorld

RimWorld

14,861 ratings
Pick Up And Haul
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.656 MB
Jan 23, 2018 @ 6:31am
Aug 28 @ 7:39am
46 Change Notes ( view )

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Pick Up And Haul

In 1 collection by Mehni
The many mods of Mehni
17 items
Description
"Greatest hauling mod ever" - Chicken Plucker

Colonists will gather stuff in their inventory, then haul it all to a stockpile.

This hauling mod will greatly increase hauling efficiency, because pawns can now carry more than one gun or t-shirt. Those smart and intelligent colonists can use their inventory! You gotta see it to believe it.

Functionality:
If possible, colonists that can haul will haul stuff to their inventory, pick up one more item to haul to a stockpile and then unload their inventory. Colonists that have traveled far to haul something, will look further to haul other items to haul. This distance is dynamic, thanks to AlexTD.

Colonists will unload themselves:
- At semi-regular intervals, if their inventory contains multiple items.
- When their inventory has reached a certain mass limit.
- When they haul something else to a stockpile.
- When they're idle.

You can tell colonists to pick up an item and keep it in their inventory. They will remember what they have and keep it on their person. This is very practical for field doctoring, or for animal trainers taming herds of animals.

Want field-doctoring to be even better? Use Smart Medicine by Uuugggg and doctors will automatically use the meds in their inventory.

Limitations:
- Only player-owned humanlikes can use their inventory to haul. Rule of thumb: If you can order it to equip a gun or wear a pair of pants, it'll use their inventory to haul for you. No guests, animals pretending to be robots, dogs, prisoners, or whatever else.

- The unloading isn't 100% perfect, but it's pretty darn close.

Compatibility notes:
- Works great with AllowTool's Haul Urgently.
- Fully compatible with Combat Extended

FAQ:
I cannot pick up a corpse it's too heavy!
- You need a storage stockpile configured to accept corpses. Make a dumping zone.

Credits and thanks:
- erdelf[ko-fi.com] - this mod would not be possible without him
- AlexTD for many direct code contributions.
- Zorba, Why_is_that and Dingo for code and advice
- Chicken Plucker, for the preview image
- Brrainz, for the amazing Harmony library
- (Spdskatr) return false;
- mlie, for keeping it warm
- My patient testers. You know who you are.

Come join us on discord. https://discord.gg/RimWorld

Translations
- Spanish (courtesy of mora145 and 53N4)
- Russian (courtesy of HanabishiRecca)
- Korean (courtesy of Defo and Pu Rn Ha Ni)
- Chinese (courtesy of 烨灬 and shiuanyue)
- PortugueseBrazilian (courtesy of Bambinoff/Edu)
- Italian (courtesy of kenciccio)
- German (courtesy of Prism)
- French (courtesy of qux)

Balance notes:
On the one hand this takes away a frustration of mine, but I can't deny that it won't make the game at least somewhat easier. You can bring back some of that challenge again with my other mods like Sun Tzu Raider Tactics or Climate Cycle ++.

Ludeon: https://ludeon.com/forums/index.php?topic=35832
GitHub: https://github.com/Mehni/PickUpAndHaul/releases
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058

If you like this mod, please considering buying me a coffee.
[ko-fi.com]
Popular Discussions View All (49)
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Aug 8 @ 2:34pm
o7
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Aug 26 @ 7:39pm
Red error
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READ FIRST: Status update 1.6 and future
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4,689 Comments
- ̗̀Skizzie ̖́- 2 hours ago 
Quick question.. Is this the mod causing all my colonists to equip wood as a weapon? Is anybody else getting that?
bradson Sep 1 @ 7:08am 
It's a mod setting. Only pack animals have an inventory
Dant Sep 1 @ 7:00am 
i noticed elephants would use their inventory to haul too, i thought animals wouldnt but thats nice i guess
maybe because they are a pack animal?
Wiri Aug 30 @ 8:41am 
Hi - I authored the fix(es) released recently. Brads description is accurate, but in more detail:

If you had a vanilla storage building which could support 3x stacks of an item, i.e. 3 * 75 steel - previously PUAH would consider each cell as holding a max of 1x stack. This caused internal confusion within the mod - leading to inconsistent state and pawns under-hauling.

My change fixes this behaviour - and fixes a handful of niche cases relating to pawns over-estimating their ability to carry items, leading to logic issues where pawns would overhaul past their inventory capability.

In my opinion, if your pawns are not hauling after this update, check:
- Your pawns have enough inventory capacity to actually haul anything (the mod checks that you are < 80% (configurable) encumbered)

If they do - report your configuration & setup with some explanation of your testing, it would go a long way to helping. Cheers
ambi Aug 30 @ 7:19am 
not sure what happened, but my guys no longer carry stuff in their inventory
bradson Aug 30 @ 3:34am 
Common Sense and While You Are Nearby do something completely different. Read the description
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.
bradson Aug 29 @ 3:31pm 
The update mainly improved storage building compatibility, making this take maxItemsInCell into account when deciding where to haul to. It also fixed the common sources of the stackCount 0 bug
bradson Aug 29 @ 3:28pm 
You'll at minimum need to provide names of the other mods that are required to get something to break here if you want fixed. Logs are often helpful. Maybe a save file. Reproduction steps to know what to do to get the bad interaction. The mod does work fine in most modlists
Mr. Ben Ben Aug 29 @ 9:42am 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.