RimWorld

RimWorld

14,893 ratings
Pick Up And Haul
199
30
150
12
74
33
26
21
36
8
15
20
5
19
9
2
7
7
7
3
5
4
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.656 MB
23 Jan, 2018 @ 6:31am
28 Aug @ 7:39am
46 Change Notes ( view )

Subscribe to download
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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1279012058

If you like this mod, please considering buying me a coffee.
[ko-fi.com]
Popular Discussions View All (49)
28
5
2 Sep @ 7:05pm
o7
BLAZE
14
5
5 Aug @ 6:59pm
READ FIRST: Status update 1.6 and future
Necrotic
3
26 Aug @ 7:39pm
Red error
Rovstam
4,703 Comments
zzzdragon25 13 hours ago 
@bradson Ok, the error I reported earlier has been reported on "Auro Arm" mod page.
bradson 13 hours ago 
Yea, HaulToInventory is the correct name. TakeToInventory would be some other mod then if that wasn't a typo
zzzdragon25 13 hours ago 
@bradson In WorkGiver.xml, I see two JobDef: "HaulToInventory" and "UnloadYourHauledInventory", but no "TakeToInventory"
bradson 20 hours ago 
@zzzdragon25 The file at Defs/JobDefs/WorkGiver.xml has that def. Redownload the mod if it's somehow missing. Some other mod could be alternatively removing it through a badly written patch
zzzdragon25 21 hours ago 
Red error while start up
Failed to find Verse.JobDef named TakeToInventory. There are 525 defs of this type loaded.
bradson 6 Sep @ 12:49pm 
Right, you're responding to an earlier comment. Yea, well, what you copied is very different from what this mod here does. Pick Up And Haul simply doesn't in any way affect crafting jobs and cleaning
bradson 6 Sep @ 12:46pm 
@Balthazad This is the Pick Up And Haul workshop page, not Common Sense, where you seemingly copied from. Was your comment meant to go elsewhere?
Thank you for making this mod.
Balthazad 6 Sep @ 5:56am 
@bradson no, not in my workshop.

- (optional) pawns are encouraged to clean rooms where they're about to operate a building (ex. researching, cooking/crafting, or just going to sleep);
- (optional) pawns may clean rooms between "hauling ingredients to crafting spot" and "crafting";
- (optional) pawns may pick up all necessary ingredients to their hauling inventory before delivering them to the crafting place;
- (optional) when pawns are about to work on a bill, they'll prefer hauling a whole stack of ingredients to a stockpile if possible, instead of cherry picking a fraction that's required for crafting;
- (optional) pawns will put items back to inventory if interrupted;

for posting this many comments here, you should know a lot better what you're talking about, otherwise you might look very questionable out of a sudden.
Bimsham 5 Sep @ 7:53pm 
I know I just don't have the time for that kind of testing right now maybe I will get around to it some day but not anytime soon