RimWorld

RimWorld

Pick Up And Haul
4,727 Comments
Makiseaki 3 hours ago 
o7
Kennan 18 Oct @ 1:23pm 
o7 Legend
sashaeconomic 18 Oct @ 9:35am 
so raiders and other hostile creature cant use this?
Reynauld 15 Oct @ 1:54am 
o7
WhoDrinkMyDrank 14 Oct @ 2:27am 
o7 thank you for the mod
Rest in peace Alex TD
Hob 12 Oct @ 6:34am 
07 mod. rest in peace
Decade 11 Oct @ 5:27pm 
o7
Rest easy Uuugggg.
Toxo 10 Oct @ 6:03am 
o7
bradson 7 Oct @ 5:05pm 
@Haraise no Tenshi Probably some work types related mod moving things around. This mod's HaulToInventory is placed in the same category vanilla hauling is in by default, and is at least supported by FSF complex jobs
Haraise no Tenshi 7 Oct @ 4:33pm 
Why are my pawns still using hauling to inventory even when they are not assigned to do hauling? Am I missing something? As pawns actually incapable of hauling will not do so
Dant 1 Oct @ 1:32pm 
it already does that
ZzZombo 30 Sep @ 9:26pm 
Can we somehow integrate PUAH with manual hauling orders? So that if I order to pick a single stack of something, as long as otherwise PUAH would be able to, it would also haul other items around?
bradson 30 Sep @ 8:30am 
@Karatejürgen No. The mod does include checks to not pick up items without valid destinations
Karatejürgen 30 Sep @ 8:24am 
is it normal that they pick EVERYTHING up, even without proper storage place?

i forbit unfertilized eggs in my fridge, but they keep picking them up on their way with other stuff, and when they dont find any storage for it, they just drop it right where they stand. sometimes in the middle of a doorframe, keeping the door stay open....
Doop 28 Sep @ 9:16pm 
o7
doesn't open from this side 27 Sep @ 5:10pm 
o7
QuestionablyExistin' 25 Sep @ 12:54pm 
o7
Lobanych 21 Sep @ 12:23pm 
o7 Uuugggg
Rest In Peace man, you deserve it
Vladmirangel 19 Sep @ 11:31pm 
Seems to be a vanilla issue. even without the mod my colonists cant pickup those 2 specific drugs.
Lava_Lamp_Enjoyer 19 Sep @ 7:32pm 
vladmirangel: maybe your pawn inventory already has too much stuff in it and so they caant carry anymore so it gives the consume option instead?
Vladmirangel 18 Sep @ 3:01pm 
Well, i tried picking up Gojuice or Wakeup so potentially my colonists can use it during emergencies. Apparently theres no choice to pick it up, only to consume it.
✚ Mariel ✚ 16 Sep @ 3:55am 
This mod allows you to pick up items and take them into underground stockpiles. Currently the AI has no way to enter an underground stockpile, or leave it. This means you can make unraidable stockpile bases...
Porknelius 14 Sep @ 10:16am 
@Mr._Ben_Ben It is, but still; Love to the mod makers trying their best for free.
Mr. Ben Ben 11 Sep @ 7:05pm 
this mod is so fucked.
zzzdragon25 7 Sep @ 9:17am 
@bradson Ok, the error I reported earlier has been reported on "Auro Arm" mod page.
bradson 7 Sep @ 8:58am 
Yea, HaulToInventory is the correct name. TakeToInventory would be some other mod then if that wasn't a typo
zzzdragon25 7 Sep @ 8:51am 
@bradson In WorkGiver.xml, I see two JobDef: "HaulToInventory" and "UnloadYourHauledInventory", but no "TakeToInventory"
bradson 7 Sep @ 1:57am 
@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 7 Sep @ 1:34am 
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
bradson 5 Sep @ 1:43am 
Report mod conflicts with the other mod that is required to trigger the conflict for any chance of that getting fixed @Bimsham
To do that, test with a minimal number of mods until getting to the bad pair. Nothing is otherwise gonna happen to bugs that don't come up on the developer's end
Bimsham 5 Sep @ 12:37am 
this mod stopped working today so i removed it from my list after removing a bug I having bin having for a long time was fix I can bury bodes again it is a good day but a sad loss of a mod that make Hauling not take 400 years to get done I look forward to an update where both the mod works and im still able to bury the dead comes out.
bradson 2 Sep @ 4:57pm 
Wood and beer are weapons in vanilla rimworld. This mod puts things in pawn inventories for hauling, it does not get them equipped
遗忘了天空の地方 2 Sep @ 3:30pm 
@- ̗̀Skizzie ̖́-
Me too, wood as a weapon? It looks strange, but I manually equip weapons, so it's acceptable
- ̗̀Skizzie ̖́- 2 Sep @ 11:36am 
Quick question.. Is this the mod causing all my colonists to equip wood as a weapon? Is anybody else getting that?
bradson 1 Sep @ 7:08am 
It's a mod setting. Only pack animals have an inventory
Dant 1 Sep @ 7:00am 
i noticed elephants would use their inventory to haul too, i thought animals wouldnt but thats nice i guess
maybe because they are a pack animal?
Wiri 30 Aug @ 8:41am 
Hi - I authored the fix(es) released recently. Brads description is accurate, but in more detail:

If you had a vanilla storage building which could support 3x stacks of an item, i.e. 3 * 75 steel - previously PUAH would consider each cell as holding a max of 1x stack. This caused internal confusion within the mod - leading to inconsistent state and pawns under-hauling.

My change fixes this behaviour - and fixes a handful of niche cases relating to pawns over-estimating their ability to carry items, leading to logic issues where pawns would overhaul past their inventory capability.

In my opinion, if your pawns are not hauling after this update, check:
- Your pawns have enough inventory capacity to actually haul anything (the mod checks that you are < 80% (configurable) encumbered)

If they do - report your configuration & setup with some explanation of your testing, it would go a long way to helping. Cheers
ambi 30 Aug @ 7:19am 
not sure what happened, but my guys no longer carry stuff in their inventory
bradson 30 Aug @ 3:34am 
Common Sense and While You Are Nearby do something completely different. Read the description
Balthazad 30 Aug @ 3:30am 
could pls all Pick Up And Haul, CommonSense, While You Are Nearby & While You're Up modders come together and make something functional as we had in times long, long ago?
literally half of all the ppl that ever bought rimworld are subbed to these mods - and as of now, it seems to not be working as intended for anyone.
bradson 29 Aug @ 3:31pm 
The update mainly improved storage building compatibility, making this take maxItemsInCell into account when deciding where to haul to. It also fixed the common sources of the stackCount 0 bug
bradson 29 Aug @ 3:28pm 
You'll at minimum need to provide names of the other mods that are required to get something to break here if you want fixed. Logs are often helpful. Maybe a save file. Reproduction steps to know what to do to get the bad interaction. The mod does work fine in most modlists
Mr. Ben Ben 29 Aug @ 9:42am 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.
Raygne 29 Aug @ 9:17am 
Same issue. Pawns aren't using inventory for items now. The update probably broke something. Make sure to not post a changelog to upset entitled idiots.
Terminator™ 29 Aug @ 3:12am 
You should think about why steam user should look for some github or anything else at all in first place? Steam user just uses workshop to subscribe and changelog section to monitor things. Everything else (there and how mod author do his coding and e.t.c.) for common steam user is irrelevant.