边缘世界 RimWorld

边缘世界 RimWorld

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Harvest And Haul
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Mod, 1.6
文件大小
发表于
更新日期
980.416 KB
9 月 6 日 上午 2:52
10 月 27 日 下午 5:11
54 项改动说明 ( 查看 )

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Harvest And Haul

描述
TL;DR — Pawns harvest/mine/etc., auto-pick nearby yields, keep them in inventory, then unload everything to valid storage in one go. PUaH-style behavior; no dependency.


🌾 Harvest & Haul


Tired of growers and miners leaving little trails of stacks and then shuttling them one by one? This mod makes yield jobs smooth: pawns scoop drops around their current work (tight 5×5 area, never from storage), stash them in inventory, and later do one unload job straight to stockpiles/shelves.


📋 Features
  • On-the-go pickup — While doing yield jobs, pawns automatically scoop fresh drops around the work cell (radius 2 / 5×5).
  • Inventory first — No drop/pick spam. Items stay in inventory until it’s time to unload.
  • One unload job — A single “Unload to storage” pass, respecting storage filters & priorities.
  • Keeps working — Unloading is queued after the pawn switches to a different job (or if carry-rules say so).
  • Never pulls from storage — Only fresh drops; stockpiles are off-limits.
  • Per-pawn gizmo — “Unload after next pickup” (only on managed player humanlikes).

✅ What’s included
  • Plants — Harvest/Cut (vanilla + variants)
  • Mining — Mineables (ore/chunks)
  • Deep Drills — Periodic resource lumps
  • Deconstruct — Returned materials
  • Animals — Milk & Shear products

🚫 Not included
  • Surgery/Operate, DoBill (benches), Fermenters (by design)
    Kept out to avoid ingredient/recipe conflicts and keep this a clean “yield-trail scooper.”
  • Fishing: despite my attempts to make fishing work, I didn't manage to include it.
    If you happen to "press the right button" and succeed on making fishing work, please share and I'll gladly update the mod.

⚙️ Mod Options
  • Pause while drafted — No auto-pickup/unload during combat; resumes after undraft.
  • Hide gizmo — Option to hide the “Unload after next pickup” button (reduce UI clutter).
  • Incapable pawnsIgnore (default) or Allow override (carry/unload for H&H tasks only).
  • Mechanoids — Allow H&H features to apply on owned robots.
  • Carry limitAllow surpass max carry weight (default on). If off:
    -if already full → unload
    -if next pickup would exceed capacity → pick it once, then unload
  • Unload grace — Small delay (ticks) after a pickup to avoid mid-stream unloads. (default 180ticks/~3s)
  • Feature toggles — Enable/disable by type (plants, mining, deep drill, deconstruct, milk/shear).
  • Mass/Carry capacity > % → Haul — Do not unload if carry capacity is less than %.
    0 - Will unload normally, when changing jobs.
    100 - Will only unload if overloaded.
  • Interval unload — Unload every X hours, regardless of other triggers.
  • Home vs Camp controlsWork Away Home toggle, plus Disable on Camps option.

🔧 Compatibility
  • Safe mid-save — No persistent data; add/remove anytime.
  • PUaH-style, zero dependency — Plays fine alongside Pick Up And Haul: coexists politely and avoids double-hauling by focusing on yield jobs. H&H uses its own unload job appart from PUaH logic while respecting it at the same time.
  • Storage mods & shelves — Uses vanilla storage search; fully respects filters and priorities.
  • Plant/ore mods — Hooks into actual yield events; modded harvestables and mineables are supported.
  • Combat Extended, Sidearms — Added equipment filters so they won't pick modded stuff.
  • Medieval Overhaul — Patched "Raw wood" to be autopicked after woodcutting.
  • Compatibility module — Created a new code file that includes a compatibility layer for the most common mods used.
  • Build From Inventory — When BFI is present, H&H won’t yank resources out of inventory while the pawn is delivering/finishing construction.

🚫 Not compatible
  • Unknown — If you find some kind of compatilibity issue, please share your modlist and logs if any

🧠 How unloading is decided
  • Pawn switches away from a yield job → queue Unload inventory.
  • If carry limit is off and next pickup would overload → do that one last pickup, then unload.
  • If already full → unload first.
  • You can force via gizmo: Unload after next pickup.

🛠 Installation
  • Install Harmony.
  • Load Harvest & Haul after Harmony.
  • (optional)Tweak options in Mod Settings.

♻️ Uninstall
Safe to remove anytime (no saved state).

❓ Troubleshooting
  • Items linger in inventory/They aren’t unloading: Usually no valid storage at that moment; they’re remembered and will unload at the next valid chance. Use the gizmo to nudge it.
  • Pawn still overload their inventory after choosing the option not to: They are programmed to grab the last stack, the one that will make them overloaded. This is "mimicing" as if the pawn hauls the last stack in their hands. If they already overloaded themselves once, their priority is to unload first.
  • Issue? Please post your mod list + log on the discussion tab thread "REPORT BUGS HERE".

🌐 Translations
All 29 languages included. English, Spanish (Castilian), Spanish (Latin America), French, German, Italian, Japanese, Korean, Chinese (Simplified), Chinese (Traditional), Polish, Portuguese (Brazil), Portuguese (Portugal), Russian, Turkish, Catalan, Czech, Danish, Dutch, Estonian, Finnish, Greek, Hungarian, Norwegian (Bokmål), Romanian, Slovak, Swedish, Ukrainian, Vietnamese.

👤 Credits & Permissions
Author: laredson
Thanks: the RimWorld modding community for references/testing.
Patches/compat add-ons welcome. For forks/reuploads, please credit and link back.

Keywords: harvest haul, harvest and haul, pick up and haul, PUaH style, inventory hauling, crop hauling, plant cut haul, mining, haul, deep drill, deconstruct, milk, shear, agriculture, logistics, shelves, storage, QoL

Join our Discord server[discord.gg]

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ENJOY!
热门讨论 查看全部(3)
84
10 月 28 日 下午 12:21
置顶: REPORT BUGS HERE
CristoElMago
0
9 月 23 日 上午 6:01
置顶: SUGGESTIONS HERE
CristoElMago
270 条留言
CristoElMago  [作者] 10 月 28 日 上午 7:31 
♥♥♥ It's working! It's working! (insert Anakin gif)
Hugalafutro 10 月 28 日 上午 4:09 
My problem is gone with latest version as well, thanks for the updates! I have tried to make pawn drop harvested crops, chunk and ore and neither disappeared as before. I'll keep an eye out for different items. Fingers crossed it's sorted!
王骑光域 10 月 27 日 下午 11:35 
@CristoElMago The problem has disappeared,Thank you very much, this mod is particularly useful:steamthumbsup:
CristoElMago  [作者] 10 月 27 日 下午 8:14 
@王骑光域 it is currently solved in the last update, let me know it's working fine please.
王骑光域 10 月 27 日 下午 8:05 
@CristoElMago Item options for forming a long journey team
CristoElMago  [作者] 10 月 27 日 上午 11:22 
@晓山alreShan ok thanks, I'll take that in count, currently watching what's going on with the caravan drop.
晓山alreShan 10 月 27 日 上午 10:48 
@CristoElMago
I guess he's saying:"When caravan leaving map, items in pawn's inventory will be dropped, except items selected for caravan."
CristoElMago  [作者] 10 月 27 日 上午 9:40 
@王骑光域 what do you mean (only those selected from the items) ?
王骑光域 10 月 27 日 上午 3:06 
After forming the expedition team, the character will discard all items on their body (only those selected from the items) when leaving the map
CristoElMago  [作者] 10 月 26 日 下午 5:25 
Updated a rework of the mech part, now they are truelly treated as pawn, only carry their own yield and a new mod option to allow/forbid hauling to non-hauling drones for their own tasks, similar to the pawn override.