RimWorld

RimWorld

JTBetterHauling
26 Comments
Selonianth 22 Sep, 2017 @ 5:45am 
Those waiting for an update, he uploaded an A17 version separately, you're looking at the wrong one.
Gleonardo 31 May, 2017 @ 7:22pm 
Waiting for the A17 update. Using this mod for so long I can't grasp the time it takes to haul things without it.
Obadiah 29 May, 2017 @ 8:21am 
Does this work in 17?
Sub_Ply 27 May, 2017 @ 8:42pm 
are you going to update for 17
Bomber the Great 4 May, 2017 @ 10:00am 
PLEEEEASE UPDATE :3 i love this mod but it doesen't seam to work on 16 :(
Idiot Sandwich 24 Jan, 2017 @ 6:49pm 
I hope! Only one similar i've found around :<
LOTO 26 Dec, 2016 @ 2:49am 
will this be updated?:steamhappy:
Touchable  [author] 13 Dec, 2016 @ 3:35am 
It works without setting the pawns or animals to the area.
TheHydraulicAmor 12 Dec, 2016 @ 2:24pm 
hi, how does this mod differ from normal areas, you still need to set them to the area to haul in the restrict , or it works without setting the pawns to the area ?
Touchable  [author] 14 Nov, 2016 @ 9:44pm 
Yep, it will work with "Haul #", quotes, spaces, capitals or not. Yes, Haul 1 will be hauled before Haul 2, then the home area will be hauled before the rest of the map.
Touchable  [author] 31 Oct, 2016 @ 7:08pm 
In the test shown on youtube, I had some granite blocks and wood logs inside aHaul and the colonist doesn't haul (but I didn't show it). I've also expanded the stockpile and increase the amount of items outside, but the result is still the same.
Aegis 31 Oct, 2016 @ 2:43pm 
Thanks for the quick response time. To be clear to everyone reading the comments - this mod works great, I think it's failing in my somewhat-edge case.

Yes your video is an accurate sample of my map except one tweak - Put some items in the aHaul zone that need to be hauled somewhere (and maybe disable colonist hauling for the test). The expected behavior is that the animals will haul everything EXCEPT those things in the aHaul zone (because they are not allowed in the area)

My best hypothesis is that 1) The animals prioritize picking something to haul with the help of your mod but then 2) Realize they aren't allowed in the area and can't haul the given item 3) Repeat steps 1 & 2 on the same or different hauling item (indefinitely)

...which is why I think having some items to haul from the aHaul zone could be critical to the test. If this test doesn't work, don't worry about it and I'll do some testing on my own.

Thanks for listening/responding, and keep up the good work =)
Touchable  [author] 30 Oct, 2016 @ 10:16pm 
I tried to reproduce from what I understand: youtu.be/3qHAxEMaU5o
Anything different with the set up?
Aegis 30 Oct, 2016 @ 12:14pm 
Yeah it's the latest (current) release, and I thought my allowed areas might be the issue. Likely repro:

1) Set all hauling animals to an allowed area of the entire map EXCEPT a specific area (such as your grow zones, to prevent your animals from eating the crops)
2) Create an "aHaul" area of only your grow zone

The timing suggests this to be the repro, as I made the animal allowed area first and an "aHaul" zone and it was working fine. At about the time I tried to make the aHaul zone cover my crop area animal hauling stopped.

Not 100% sure but it seems the most likely case =) Thanks for listening
Touchable  [author] 29 Oct, 2016 @ 8:15pm 
Steam timestamps seem to be different for us, I don't have an Oct 17 @ 10:11pm; is that the latest release?
Make sure your animals are allowed in the the areas you want to haul and the stockpile you want to haul to, all my testing is done with animals as unrestricted. That's the only thing I can think of. If there's no problem with animals being restricted, if you could write up how to reproduce this, that would be great, since I can't seem to.
Aegis 29 Oct, 2016 @ 12:41pm 
Reporting a bug in the "Oct 17 @ 10:11pm" release. The cause is a mystery, but here are some details:

Animals trained to haul won't haul anymore, or will only haul if special zones ("aHaul") are marked

1) I don't think pawn hauling behavior is affected, ordering colonists to prioritize hauling specific items works fine
2) Animals were hauling fine, and even prioritizing my "aHaul" zone (awesome). At some point between messing around with allowed areas and a "bHaul" zone, animals stopped hauling unless it was in an "aHaul" zone. At some further messing with zones to try to fix the behavior, animal hauling stopped completely
3) I have a couple vanilla mods installed including "Hauling Hysteresis", but confirmed that's not causing the issue. Disabling only this mod fixes the issue, disabling Hauling Hysteresis does nothing


Let me know if I can provide any more details. I hope Uni week went well =) I like a couple of your mods. Keep up the good work
Touchable  [author] 22 Oct, 2016 @ 9:15pm 
The performance impact should be minimal. In some cases, performance is better than vanilla: if you have items that should be hauled first, the game will only try to determine which item is closest out of those items rather than looping through all the haulable items on the map.
Litcube 22 Oct, 2016 @ 12:51pm 
This looks great! Do you think this would impact performance in any way? Or are you just arranging priorities?
Touchable  [author] 17 Oct, 2016 @ 10:13pm 
Yea, that's a bug from trying to transition from detouring to XML. Updated to go back to detouring for now until Uni week is over and I have time to fix.
halgorithm 17 Oct, 2016 @ 7:56pm 
This mod is causing an issue where an object that has been marked to be hauled cannot be prioritized by any colonist (right clicking the object doesn't show any tooltip/context menu at all). I tested it on sandstone chunks (though I'm pretty sure it's happened to me with all types of objects) and a stockpile zone with free space accepting them (and didn't have "haul" in the name). I could reproduce the issue by having no other mods enabled and enabling/disabling this one.

A second strange issue is that I couldn't prioritize hauling wood chopped from trees UNLESS I added those tiles to my home area. I'm not sure if it's related to the first issue, where I tested with sandstone blocks and a zone that were both already part of my home area.

It doesn't seem like the intended behavior since prioritizing hauling is pretty useful in many situations, but if you need any more info about it let me know.
Slan 16 Oct, 2016 @ 6:27am 
After testing it'ss so nice ! When you have to mine something far from your base and need the metals to be haul quickly - Just "Haul" area it and the hauler are rushing your metal ASAP. Thanks Again.
Slan 16 Oct, 2016 @ 6:03am 
Well ! This should be REALLY nice ! I will use is and test it immediately ! I will change so much things !

THANKS a LOT ! This mod is going to be a "must-have"

Maybe could you "create" "JTBetterHauling-01" & "JTBetterHauling-99" Zones by the mode itself ? Then people that don't really read description will find them and use them ;) ... Yes this should worlk because JTBetterHauling-01 contain "Haul" ;)
Touchable  [author] 16 Oct, 2016 @ 3:30am 
Updated with new area priority thing instead of set distance. Items in areas with "haul" in it will be hauled first in alphabetical order, then home, then everywhere else.
Touchable  [author] 15 Oct, 2016 @ 8:23pm 
That is a very good idea Aeris, I'll implement it when I get the chance. It will check Home first, then areas with the work "haul" in it in alphabetical order; so aHaul will be hauled before cHaul.
Surtyr 15 Oct, 2016 @ 5:03pm 
Nice idea. Agree with your thoughts Aeris
Slan 15 Oct, 2016 @ 3:24pm 
Thanks for your mod ! Verry Nice. I'am really happy with the degradable.non-degradable feature. But for the 50 Tiles i will lot more likely love a feature that react this way : First i Haul what is in the AREA2 Then I Haull What is in "Home" Then finaly what is nor in home and area2. This way Home will be priveleged but in cas you need fast haul : you can quickly draw an area2 for a moment.