RimWorld

RimWorld

Haul to Stack
327 Comments
······无言 26 Aug @ 7:41am 
1,这个mod与pick up and haul 或者acthung 好像不兼容,会干扰小人多次搬运物品。(but i am not sure about it.)
ItsComcastic  [author] 19 Aug @ 7:29pm 
If I know that the current haul job will fill the stack I have the pawn reserve it. I'm not always going to know if this is the case if there are 3 people hauling and the first 2 are going to fill the stack before the 3rd gets there what typically happens with the 3rd pawn is they fail their haul job and without dropping what they are holding, immediately start a new haul job with a new valid destination tile. I don't know if this is guaranteed behavior, so it's possible they drop their hauled item and go do something else but I haven't seen this behavior myself.
Zyrithithrall 19 Aug @ 6:38pm 
So what happens if the pawns hauling stuff fill the stack before the other pawns are done?
Will they just drop items.
Or detect the pile filled up and start a new one.
Or will the pawns still try to unload on the filled tile but it gets placed next to the tile instead.
HorusAximand 1 Aug @ 8:46am 
ahh all good also thank you for making this kind of mod you are an unsung hero
ItsComcastic  [author] 31 Jul @ 9:03pm 
@Tyrant if you're referring to the haul destination it's unlikely but maybe. If your problem is you have multiple small stockpiles, I suggest using a low stackpile priority on small stacks, and have a bigger stack with higher priority. They'll use the small stack first, then consolidate to the large stack when they have time. Current logic for the mod is the game picks a tile to haul to, then the mod looks at the location picked by the game. If that location has a partial stack the mod approves that tile. If the location does not contain the haul item, the mod will search the full stockpile to see if any of the tiles have a partial stack and it will use that tile instead. If the game chosen stockpile doesn't have the haul item in it at all then the mod falls back to the game chosen tile. I did have the mod additionally search ALL stockpiles for a partial stack but I removed that at some point because I never made it a toggle and generally that behavior wasn't ideal.
ItsComcastic  [author] 31 Jul @ 8:50pm 
@HorusAximand I unfortunately don't have any DLC for this game and I think mechanoids can only haul with DLC. I would assume that their hauling logic is similar to either animals or humans and I know in most cases both don't have issues hauling with my mod. It's sounding like there might be an edge case I haven't accounted for in 1.6 but I haven't gotten enough info from people been able to replicate the issue yet on my end.
Tyrant 30 Jul @ 9:33pm 
Would you please add some mod options, particularly for search radius for stack merging? I've been wanting a berry harvester to be more proactive about searching for mergeable stacks before hauling the harvested berries back.
HorusAximand 29 Jul @ 7:19am 
got no idea if this helps but ive been having major bugs with your mod and mechanoids hauling stuff namely smokeleaf leave i gewt an error about over 10 jobs created in one second to haul em to a cell
Porknelius 27 Jul @ 3:14am 
@ItsComcastic Absolute chad thank you
La2o 26 Jul @ 7:48am 
@ItsComcastic God bless thank you.
I don't know honestly, but i noticed my game breaks more with HugsLib based mods, its most definitely is a skill issue on my end. However, i noticed i get incredibly low errors without it and try to make modlists without any HugsLib mods.

Anyway, thank you so much for removing the dependency, much appreciated!
ItsComcastic  [author] 25 Jul @ 8:39pm 
I don't entirely get the hate for HugsLib, I haven't seen performance impact from it but I haven't been using it's features much in this mod recently so I spent a bit removing all HugsLib references. HaulToStack is now HugsLib free.
Porknelius 25 Jul @ 6:47am 
Seems like rimworld is moving on from that awful mod thank fuck
Porknelius 25 Jul @ 6:47am 
Really wish this didnt need Hugs Lib. I switched from allow to to Keyz Utilities and I gained 300 tps remvoving Hugs. This is the last must have mod that requires it :(
Vengorin 25 Jul @ 2:28am 
So i could do that but im now using the last working stack mod that is not XXLStacks or Ogrestacks ... neither of these 2 work permanently now i cant find a way to fix it with them at all.

If i do it again i may end up fully unable to revert it.

But as soon as i am done with this play-thru i will do it right away before i move on to another game.
La2o 24 Jul @ 11:30pm 
@ItsComcastic excellent mod, thank you! Works flawlessly with OgreStack.
Any possibilities to completely remove the HugsLib requirement?
ItsComcastic  [author] 24 Jul @ 11:17pm 
As a followup I did try and see if I could replicate your issue by messing with StackXXL settings and I wasn't able to. I suppose it is possible it's caused by my mod somehow. If you don't mind can you launch your save one more time with my mod installed, upload your game logs and send them over to me? Once you see your stacks get set to a stacksize of 1, use Ctrl+F12 to open a menu for uploading game logs. If it is something I can fix I'd like to fix it so this doesn't happen to others.
Vengorin 24 Jul @ 10:41pm 
For now I managed to get things right again using a 3rd different Stack mod. I just won’t try Haul to stack ..So not to worry. Thanks for the reply.
Vengorin 24 Jul @ 10:36pm 
Not your fault I was just a bit frustrated sorry if I came across that way.

I took the opportunity to do a little testing. Not sure what to make of the results tho.

Removed both mods … installed Ogrestacks .. this fixed it … reinstalled… Haul to stack … broke in the same way .. nothing I can do to fix it at all.

Uninstalled Ogrestacks tried a different stack mod .. this fixed it.

Simply put What ever is happening…Haul to stack seems to permanently altering any mod that effects stack mods no matter if it’s uninstalled and reinstalled. Using a different stack mod without Haul to stack fixes it. But same thing happens if I try to use Haul to stack.
ItsComcastic  [author] 24 Jul @ 8:34pm 
I'm really sorry that happened. I always test my mod with StackXXL. It's makes testing my mod easier and I've never seen this bug or had it reported before.

My mod doesn’t touch stack sizes or the code for pawns picking up/placing items. It only prevents the tile being hauled to from being reserved. While a race condition affecting a single stack is possible, my understanding is that the game isn’t structured in a way that would cause that.

I did find a 2021 StackXXL thread where someone had a similar issue with a different mod combo. Looking at StackXXL’s code it's possible for it to set StackSize to 1 if its settings are in a bad state but I’m not sure how they would get into that state. Maybe a bug in HugsLib, since StackXXL uses it to load settings.
Vengorin 24 Jul @ 7:03am 
Added note ... All my resources get deleted too my entire left resource bar shows 1 of every single item rest get poof.

Edit: ... This has applied to all of my saves too.
Vengorin 24 Jul @ 6:32am 
For some reason using this mod and StackXXL causes all items .. i mean all to become single items and not able to stack them .... yes i am using other mods but i can stop it and fix it by using either one on its own.
ItsComcastic  [author] 20 Jul @ 8:35pm 
1.6 update is out. I believe I fixed the crashing issue when assigning bills to a stockpile. Please let me know if anyone encounters another crash condition. If you're not seeing 1.6 compatibility unsubscribe then resubscribe for force steam to update the mod.
SalzStange 16 Jul @ 8:43am 
I see, this would be amazing, without this mod it's a chaos and very messy. Thanks for your response
ItsComcastic  [author] 15 Jul @ 9:34pm 
I do plan to put out an update but the earliest it'll be is this Sunday. I can't promise I'll have it out by then, but I'll try.
SalzStange 15 Jul @ 9:25am 
Do you plan to update it?
Marty in the multyvers 14 Jul @ 12:50am 
1.6
hard erect balls :3 11 Jul @ 6:29pm 
1.6 plaaaaws
ゆきんこ 25 Jun @ 6:11am 
1.6 pls
Stedera 25 Mar @ 6:41am 
Anybody experiences huge performance drop when pawns are hauling items to stacks?
Draconicrose 8 Mar @ 3:47pm 
Rimworld 1.5, Linux, this mod causes a game crash if a bill is set to take the output to a shelf. I tested with the following modlist:

Harmony [ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2009463077 ]
Core
Royalty
Ideology
Biotech
HugsLib
Haul to Stack
Inadequado 23 Feb @ 4:39am 
This mod is incompatible with the Adaptive Storage Framework. When I select the group to which I want to put the finished product, the game crashes.
ItsComcastic  [author] 1 Sep, 2024 @ 4:56pm 
I think someone else might have reported a compatibility issue with that mod before.. I don't remember if I was able to replicate it or not but I'll look into it again next time I update the mod
stephenkohnle53 1 Sep, 2024 @ 1:03pm 
I fixed my issue with the standing bug by removing extended storage.
stephenkohnle53 31 Aug, 2024 @ 8:00am 
Any luck with the standing bug, I currently use pick up and haul but it has the standing bug with larger colonies so I am looking for a replacement mod since pick up and haul is not being updated.
Bilbo T. Baggins (Joe) 22 Jul, 2024 @ 7:02am 
Does this work with LWM's Deep Storage shelves?
Pudding Pope Incorruptable 22 Jun, 2024 @ 7:56am 
I don't know if you've tried this, but a potential way to fix the bug with PickUpAndHaul is to add in a detector for inventory. Basically, if itemInInventoryUnloading check availableStack.
Sandstome 15 Jun, 2024 @ 10:49pm 
No worries about the timing, much appreciation for you still maintaining this mod. Yes these settings are in the "Details" window of any bill. The center column has three areas / options and the defaults are: Do X Times, Take to Best Stockpile, and Any Worker. (I believe these were mod features that became part of the base game). Clicking the Take to Best Stockpile button lets you choose drop on floor, groups, or stockpiles. You can give a shelf a name and it will appear in the groups list which is my particular error scenario. I have a named shelf in the kitchen with low priority so other pawns can move complete stacks to the higher priority freezer.
ItsComcastic  [author] 12 Jun, 2024 @ 8:31pm 
Sorry to hear the game is crashing in that scenario. I'm unfortunately really busy lately with work and travel so I won't be able to look at this for a while. Maybe in 2 or 3 weeks. I assume you're talking about an advanced setting for bills on workstations? I don't think I've ever used the feature you're referring to but I'll note it down as needs fixing.
Sandstome 10 Jun, 2024 @ 10:03pm 
Can confirm, game crashes when this mod is enabled and a specific group is selected on a bill.
Natex 3 Jun, 2024 @ 9:11am 
Edit: I disabled PickUp and Haul + Wile You Are Up, to make sure it is not a conflict with these mods, but the crash is still happening, so definitely an issue with this mod, I don't think it is because of a conflict.
Natex 3 Jun, 2024 @ 9:07am 
Hi. This mod made my game crash at a specific action, when a pawn finishes a bill that is set to "Take to > Group". Take to Stockpile and Drop to the floor work though. I have to disable this mod unfortunately.
ItsComcastic  [author] 12 May, 2024 @ 12:24am 
@someonesneaky it looks like based on that github gist you're somehow still on the older copy of the mod from a week ago.
Line #57 says you're using "HaulToStack(1.5.1)"
Resubscribe and that should fix your issue. The current version is 1.5.2
someonesneaky 11 May, 2024 @ 12:47am 
https://gist.github.com/HugsLibRecordKeeper/ada973be040ba7e0cfa29b32dcd88617

Added HtS to a save, and when I load, my log is FULL of attempts to haul chunks to stacks, to the point where the log gets overwhelmed and stops functioning.

https://gtm.steamproxy.vip/profiles/76561198025079271/screenshot/2474242307995202363/
[+| CL rautamiekka 10 May, 2024 @ 2:04pm 
@Xylene

Ha ! Defender is hardly better, like giving the keys to a serial burglar.
ItsComcastic  [author] 9 May, 2024 @ 8:56pm 
I can't even find information online for that threat type so I've got no idea what I'd need to do to correct that false positive.
Obviously you should take what I tell you with a grain of salt as I'm the one that made the dll but I uploaded the v1.4 dll to virustotal https://www.virustotal.com/gui/file/cf63a4bab2004e3ae5741e4fd135c8ef964a364172508d683caf1ba2d87d696e/detection
and it turned up nothing. I suggest if you're suspicious of the dll you upload to virustotal yourself to confirm.
Either way you could use the mod without the dll in the v1.4 directory, it's just there for anyone that might still be running v1.4 of rimworld which is no longer the latest.
Xylene 9 May, 2024 @ 11:21am 
@Torres - McAfee is useless bloatware, just use Windows Defender. Drop the file in an online virus scanner if you're concerned.
Torres 7 May, 2024 @ 12:08pm 
Hey I just got this McAfee trojan warning from your mod

https://imgur.com/5RZ4eWe
ItsComcastic  [author] 5 May, 2024 @ 11:17pm 
I'm pretty confident it was only logging in debug mode. I didn't consider people playing with dev mode enabled. An option would be ideal.. maybe I'll look into that for some other time. For now I'd rather just quickly get out a version without all the logging. New version should be available now. Resubscribe to ensure you're on latest.

@Shigari if you have a copy of the save that leads to a crash.. or the logs after the crash I could try to figure out what's causing it. Add me on steam if you're interested. I don't own any of the DLC though so I might not be able to load your save.
SashaDeminova 5 May, 2024 @ 11:44am 
Oh, I do run dev mode. But like the other person said, I like to have it open so I can quickly check the console (and spawn/destroy things if stuff glitches out like RimWorld is wont to do when you're running 300+ mods) so it just clogs up the console. Perhaps just an option in the settings to enable/disable it would be best.

Regardless, thank you for taking the feedback into account! <3
ItsComcastic  [author] 4 May, 2024 @ 9:37pm 
I'll try to get a new build out tomorrow night. I've been extremely busy, haven't been able to work on this. I was pretty sure my last update had no logging outside of dev mode.. It's possible the update I thought I pushed out never actually got uploaded.. Either way tomorrow I'll just take out all logging regardless of the mode you're in. I'll post again when that's pushed out.