RimWorld

RimWorld

Haul Mined Chunks
142 Comments
VitaKaninen 30 Aug @ 6:35am 
You can set your miners to haul at a higher priority than mining, and that will do it.
Alex 30 Aug @ 6:26am 
I thought miners would move their chunks out of way right afterwards. Sadly it just creates a map full of haul-orders, when you have a mid-level or higher colony with dedicated miners.
Mlie  [author] 15 Aug @ 12:02pm 
@turol Should be fixed now
turol 15 Aug @ 8:58am 
The latest Project Rimfactory update seems to have broken this. Red error at startup

Error in static constructor of HaulMinedChunks.ProjectRimFactoryRevivedPatch: System.TypeInitializationException: The type initializer for 'HaulMinedChunks.ProjectRimFactoryRevivedPatch' threw an exception. ---> System.TypeLoadException: Could not load type ProjectRimFactory.PlaceThingUtility, ProjectRimFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
Mlie  [author] 9 Aug @ 10:26am 
@royallyTipsy Should be fixed now, again
royallyTipsy 9 Aug @ 12:26am 
With minimal modlist of this mod + VEF, gives red error on startup.

Error in static constructor of HaulMinedChunks.VanillaExpandedFrameworkPatch: System.TypeInitializationException: The type initializer for 'HaulMinedChunks.VanillaExpandedFrameworkPatch' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.Void VEF.AnimalBehaviours.CompDigPeriodically::CompTickInterval(System.Int32 delta) ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:VEF.AnimalBehaviours.CompDigPeriodically.CompTickInterval_Patch1 (VEF.AnimalBehaviours.CompDigPeriodically,int): IL_03eb: call 0x000000d9

Full stack trace seems to be a bit longer than this snippet but since it requires only a minimal list you can check it yourself if you need it. Thanks for all your hard work, Mlie!
Inglix 6 Aug @ 2:07pm 
I echo your hopes that VE leaves that code alone for a while.
Mlie  [author] 6 Aug @ 2:06pm 
The VFE patch should now work correctly
Mlie  [author] 3 Aug @ 9:04am 
@Gideon Yes, that was reported already
Gideon 3 Aug @ 7:56am 
Hello, this is still throwing the following:

Error in static constructor of HaulMinedChunks.VanillaExpandedFrameworkPatch: System.TypeInitializationException: The type initializer for 'HaulMinedChunks.VanillaExpandedFrameworkPatch' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.Void VEF.AnimalBehaviours.CompDigPeriodically::CompTickInterval(System.Int32 delta) ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method)
Vertigo 1 Aug @ 9:17pm 
Yeah most recent VEF update seemed to have brought back an error with this mod. Its like every time I get my mod list error free, they change something in their framework and errors pop back up again.
Inglix 1 Aug @ 6:55pm 
@BigDorbo it was actually fixed, but it just broke again in the last day or so. The error isn't exactly the same as before so it's a new problem with the same harmony patch. I already sent in a bug report on Mlie's discord server.
BigDorbo 1 Aug @ 8:58am 
Still bugged on my end. Same issue as Zenti. I tried manually updating. Most likely a VEF issue tho.
Mlie  [author] 21 Jul @ 11:10am 
@Inglix Should be fixed now
Mlie  [author] 20 Jul @ 10:55pm 
@ZenitiPlay Yes, a pr on the github repo would be great. Transpilers is not one of my strong sides
ZenitiPlay 20 Jul @ 6:44pm 
I managed to fix the error after VEF (Vanilla Expanded Framework) update, could I send you the updated repo?
moo 18 Jul @ 2:02pm 
+1
Inglix 18 Jul @ 12:25pm 
I'm seeing what I'm guessing is the same error Sharp Kisses is talking about. I've made a bug report on the Discord server with the log and what I think is the commit made to Vanilla Expanded Framework that broke the transpiler.
Sharp Kisses 18 Jul @ 10:45am 
heya, since the last update of vanilla expanded framework, this throws a red error
ajvinson 16 Jul @ 1:10pm 
GOATED Mod!!!
Scionin 16 Jul @ 1:06pm 
Much appreciated :)
Mlie  [author] 15 Jul @ 12:23pm 
@Scionin Updating all my mods, see discord for progress
Scionin 15 Jul @ 12:20pm 
1.6?
cucumpear 14 Jul @ 11:15am 
I haven't but my amateur experience is that any assembly needs to be recompiled when a new game version drops, I would not expect 1.5 to just work.
ender341 12 Jul @ 12:47pm 
Anyone test this on 1.6?
VitaKaninen 14 Jun @ 2:23am 
There seems to be an issue when using the inspired mining from Inspiration Tweaks. Only about 25% of the chunks will be marked for hauling when a pawn with the inspiration mines them.

Here is a video showing it in action: https://www.youtube.com/watch?v=2p0x0D55gvk
Silvrus 12 Jun @ 5:06pm 
This should be in the base game, great mod! I noticed an interesting interaction from the latest update. If you have planning in place, like from More Planning, and pawns mine through, it doesn't designate the chunks to be hauled. Remove the planning, and it works like normal.
VitaKaninen 9 Jun @ 1:11pm 
Thanks!
Mlie  [author] 9 Jun @ 1:04pm 
@VitaKaninen Should be fixed now, apparently they rock filth in that mod is categorized as chunks
VitaKaninen 9 Jun @ 10:22am 
Mlie  [author] 9 Jun @ 9:58am 
@VitaKaninen Could you link to that mod?
VitaKaninen 9 Jun @ 9:24am 
I am having the same issue as below. The chunks get marked for hauling, but after they are hauled, there is still the "haul icon" left on the floor that I have to go back and cancel.

I am also using Scattered Stones by OwlChemist. Are the mods just incompatible with each other?
Zibrolta16 25 May @ 8:30pm 
@Mlie So I've updated the mod to the final version (even redownloaded completely), the mod still marks only one chunk that is spawned per mined cell, I will try later to see if it's a mod conflict, though I have no clue which one could cause the issue
Mlie  [author] 23 May @ 1:22am 
@Tas Cani Should work better now
Tas Cani 22 May @ 3:23pm 
@Mlie Thank you!

I spent some time to hunt this down. The issue persists and can be realiably reproduced with the following mods:

Harmony + all 4 official DLC
Scattered Stones by owlchemist
Haul Mined Chunks

Load order does not matter. Tested either order.

Considering that I had both mods for a long time, a recent update in either mod might be the reason.
Revisiting the screenshots I shared and watching in-game behaviour, I assume that the "haul marker"-graphic gets called twice and only cleaned once, when the chunk is hauled.

Hope that helps. Thank you!
Mlie  [author] 21 May @ 1:19pm 
@Tas Cani Added an extra check to the marking logic. Hopefully this will help your issue. Seeing that it cannot be reproduced its hard to test it.
Tas Cani 21 May @ 12:40pm 
@Mlie

I cannot reproduce it with Harmony + 4 all official DLC and your mod only.

I tested this a bit more in the save that is affected. In fact, the chunks do spawn I probably missed that before, but the "haul marker" will remain, after the chunks are hauled.
Screenshot: https://imgur.com/a/g7XuHDh

Thank you!
Mlie  [author] 21 May @ 9:17am 
@Tas Cani Can you replicate it with only this mod loaded?
Tas Cani 21 May @ 9:14am 
For the last 48h or so, I do have issues with chunks not existing but being marked for hauling:

Screenshot https://imgur.com/qseXaUp

Did the recent update of May 18 possibly introduce this? Or am I running into a mod conflict, issue with other mods.

Log: https://gist.github.com/HugsLibRecordKeeper/fb7c69944ff2d4185e5ce23874de9f32
Mlie  [author] 18 May @ 11:04am 
@Zibrolta16 Should work better now
Zibrolta16 6 May @ 9:18am 
Greetings, I've noticed that while using this mod, if mining one cell spawns multiple chunks, only the first one will be automatically marked by the mod.

This is easy to reproduce by increasing mining yield in storyteller settings.
AhNo 27 Feb @ 5:55pm 
Oh, it works! Never thought of that before. Thanks for the tip!
Mlie  [author] 27 Feb @ 8:07am 
@AhNo I dont think so, the mine-shaft is actually a workbench so it uses the vanilla recepie logic. But just put a stockpile that do not accept anything in front of the opening and they will get hauled
AhNo 27 Feb @ 6:50am 
I tested PRF_MineShaft, and it doesn't seem to work with your mod. Even Stone Chunks are not automatically marked for hauling.

I also tested Vanilla-generated Stone Chunks, and they do get marked for hauling, so it seems like PRF_MineShaft spawns Chunks differently.

Would it be possible to add support for PRF_MineShaft’s Chunks? Thanks for your time!
Mlie  [author] 27 Feb @ 5:34am 
@AhNo It should mark anything that is defined as chunks
AhNo 27 Feb @ 5:24am 
So sorry one more question,does Haul Mined Chunks automatically mark Steel Slag Chunks for hauling as well, or is it only for stone chunks? I noticed that Steel Slag Chunks from Project RimFactory Revived mining buildings aren’t getting hauled automatically.

If this is not a feature, would it be possible to add support for it? If it’s already supported, I might have encountered a bug.
AhNo 27 Feb @ 5:07am 
Thank you so much !!!
Mlie  [author] 27 Feb @ 12:01am 
@AhNo Sure should be added now
AhNo 26 Feb @ 3:39pm 
Is there any chance to support Project RimFactory Revived? Chunks from its mining buildings (like Deep Quarry & Auto Drills) don't get hauled automatically. It would be great if your mod could support them!
CPU 5 Feb @ 12:22pm 
Thank you so much! I’ll check it out when I get home, gonna be producing so much resources passively now🤤