RimWorld

RimWorld

Pick Up And Haul
MadHaTr Aug 21, 2021 @ 7:32am
1
Mod settings? Colonists take a day to haul the 1 item I want hauled.
Great mod, only makes sense. Thank you.

Is it possible to reduce the search distance? I am having issues with colonists being told to haul an item to its destination which is right beside the item. The colonist runs all over the base picking up more and more things because every new item seems to have another item in range and suddenly it takes a whole day for this colonist to haul this 1 item to it storage.

Is there an option to change how it operates. I don't mind the colonist picking up other similar things to similar destination but when it takes a day to haul an item which should have taken seconds it's a little absurd.
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Showing 1-12 of 12 comments
1984-7 Sep 1, 2021 @ 1:25pm 
This. I order a colonist to move a stack of psychoid leaves closer to the drug lab from one stockpile to another - just a few tiles.

Said colonist pick up a few stacks of leaves, than proceeds to lol off into my kitchen to pick up some meals, goes out and grabs a component stack that i've just bought, <...>, and finally goes back to the lab and delivers the leaves. And then proceeds to ♥♥♥♥ off and run around with 8 components in his inventory.

1984-7 Sep 1, 2021 @ 1:29pm 
i shall stand corrected, the miniscule attention span this mod gives to colonists is hilarious.

So i've ran the same action as before, just deliver a stack of leaves a single tile to the side, with no intervention this time.
He picked up said stack, picked up the 20 flake i had lying next to the lab, went to the fridge, merged a random stack of rice, went back to the lab and cooked 4 more flake (with a bulk recipe), went to my main storage and dropped off said 20 flake he picked up earlier (ignoring the 4 flake he just cooked up).
And FINALLY he delivers the leaves.
Honestly, it would've been pretty amusing if it wasn't happening every other time i want to move something somewhere.

edit: and inbetween all this he also delivered a packaged survival meal to the dining area's shelf.
Last edited by 1984-7; Sep 1, 2021 @ 1:34pm
MadHaTr Sep 1, 2021 @ 1:45pm 
Yeah it is pretty wild.
Arcanant Sep 3, 2021 @ 4:54pm 
I was just about to write a thread about that. I am trying to operate on someone and because of that damned haul of opportunity thing everyone dies of infections before I can treat or even amputate them. Like damn man let me tend my patient first. At least do it for tending medical stuff to temporary disable it.
1984-7 Sep 4, 2021 @ 8:02am 
i think the problem is the "opportunity" is too broad, it doesn't account for what the pawn is hauling and where.

Like in my example above, the pawns needs to pick up a stack of whatever from one stockpile and haul it to the stockpile with higher priority, which (conveniently) was just a tile away. It would be uncountable times more efficient if the pawn just looked at the path it would have taken and said "oh, it's a lot simpler to just deliver the leaves and then haul some stuff around".
Another problem is that the pawns seem to think that it's a good idea to pick everything up and then haul. It works if you're carrying mined resources or loot from a killed raider, doesn't work when the pawn goes to and from the fridge, workshop and storage, which are all in different buildings.
MadHaTr Sep 4, 2021 @ 1:17pm 
Yeah exactly, the code needs to be worked on a bit.

Like you say I have seen them pick up a few things and go drop them off far away and then come back to where they picked up those initial things and drop off the last one.

Why didn't the colonist drop that one off first it would involve less running around.
SomewhatLazy Oct 5, 2021 @ 10:28pm 
For larger bases, this mod is essentially broken because of these changes. I don't remember it being this bad with my last colony, but now it is just awful. I'd disable the mod, it's that bad, but I can't go back to 1 item at a time. I'm ruined now.
sir Evans Oct 11, 2021 @ 9:36am 
There should be limit in mod setting perhaps to max other items of opportunity.
Say, you set it to 2, it pickups you leaves and then flakes and then boots, and off it goes leaving the rest of the stuff behind.

Mod is fantastic but really, really needs some logic rework :)
zebra03 Nov 19, 2021 @ 3:06am 
If only there was a range setting then this issue would be fixed very easily
Lurmey Feb 21, 2022 @ 10:21pm 
Hauls of opportunity are NOT a fault of this mod. That is a vanilla feature. You can go get White You're Up/PUAH+ to tweak the settings for it.

Pick up and haul only allows pawns to gather up large amount of items into their inventory and unload them, it doesn't touch the opportunistic hauling jobs that are part of vanilla.
Panacea May 3, 2022 @ 7:01pm 
Originally posted by Lurmey:
Hauls of opportunity are NOT a fault of this mod. That is a vanilla feature. You can go get White You're Up/PUAH+ to tweak the settings for it.

Pick up and haul only allows pawns to gather up large amount of items into their inventory and unload them, it doesn't touch the opportunistic hauling jobs that are part of vanilla.
Although to be fair, I have been using both those mods forever and the behavior is only marginally better than what they're describing lol. But I agree with you, what they're winging about is not this mod.
MadHaTr May 4, 2022 @ 3:49pm 
Originally posted by Lurmey:
Hauls of opportunity are NOT a fault of this mod. That is a vanilla feature. You can go get White You're Up/PUAH+ to tweak the settings for it.

Pick up and haul only allows pawns to gather up large amount of items into their inventory and unload them, it doesn't touch the opportunistic hauling jobs that are part of vanilla.

Thanks for clarifying, what you say makes more sense as I have both mods. I think. I'll look at settings. The people don't always go nuts, mostly when i want them to craft something they decide to have 15 opportunistic hauls.
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