边缘世界 RimWorld

边缘世界 RimWorld

Pick Up And Haul
4,717 条留言
Dant 10 月 1 日 下午 1:32 
it already does that
ZzZombo 9 月 30 日 下午 9:26 
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 9 月 30 日 上午 8:30 
@Karatejürgen No. The mod does include checks to not pick up items without valid destinations
Karatejürgen 9 月 30 日 上午 8:24 
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 9 月 28 日 下午 9:16 
o7
doesn't open from this side 9 月 27 日 下午 5:10 
o7
QuestionablyExistin' 9 月 25 日 下午 12:54 
o7
Lobanych 9 月 21 日 下午 12:23 
o7 Uuugggg
Rest In Peace man, you deserve it
Vladmirangel 9 月 19 日 下午 11:31 
Seems to be a vanilla issue. even without the mod my colonists cant pickup those 2 specific drugs.
Lava_Lamp_Enjoyer 9 月 19 日 下午 7:32 
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 9 月 18 日 下午 3:01 
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 ✚ 9 月 16 日 上午 3:55 
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 9 月 14 日 上午 10:16 
@Mr._Ben_Ben It is, but still; Love to the mod makers trying their best for free.
Mr. Ben Ben 9 月 11 日 下午 7:05 
this mod is so fucked.
zzzdragon25 9 月 7 日 上午 9:17 
@bradson Ok, the error I reported earlier has been reported on "Auro Arm" mod page.
bradson 9 月 7 日 上午 8:58 
Yea, HaulToInventory is the correct name. TakeToInventory would be some other mod then if that wasn't a typo
zzzdragon25 9 月 7 日 上午 8:51 
@bradson In WorkGiver.xml, I see two JobDef: "HaulToInventory" and "UnloadYourHauledInventory", but no "TakeToInventory"
bradson 9 月 7 日 上午 1:57 
@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 9 月 7 日 上午 1:34 
Red error while start up
Failed to find Verse.JobDef named TakeToInventory. There are 525 defs of this type loaded.
bradson 9 月 6 日 下午 12:49 
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 9 月 6 日 下午 12:46 
@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?
𝐎ᥣᑯ𝐑𝖾ᑯ𝐅ⱺ𝗑 9 月 6 日 上午 6:12 
Thank you for making this mod.
Balthazad 9 月 6 日 上午 5:56 
@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 9 月 5 日 下午 7:53 
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 9 月 5 日 上午 1:43 
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 9 月 5 日 上午 12:37 
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 9 月 2 日 下午 4:57 
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 9 月 2 日 下午 3:30 
@- ̗̀Skizzie ̖́-
Me too, wood as a weapon? It looks strange, but I manually equip weapons, so it's acceptable
- ̗̀Skizzie ̖́- 9 月 2 日 上午 11:36 
Quick question.. Is this the mod causing all my colonists to equip wood as a weapon? Is anybody else getting that?
bradson 9 月 1 日 上午 7:08 
It's a mod setting. Only pack animals have an inventory
Dant 9 月 1 日 上午 7:00 
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 8 月 30 日 上午 8:41 
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 8 月 30 日 上午 7:19 
not sure what happened, but my guys no longer carry stuff in their inventory
bradson 8 月 30 日 上午 3:34 
Common Sense and While You Are Nearby do something completely different. Read the description
Balthazad 8 月 30 日 上午 3:30 
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 8 月 29 日 下午 3:31 
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 8 月 29 日 下午 3:28 
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 8 月 29 日 上午 9:42 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.
Raygne 8 月 29 日 上午 9:17 
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™ 8 月 29 日 上午 3:12 
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.
Dizzy 8 月 28 日 下午 8:04 
yes there is absolutely no way to correlate the pr merged 2 days ago, and the subsequent rebuild for release committed today, with the update that also happened today shortly after the aforementioned rebuild. these clearly must be unrelated events. it's literally impossible to glean any meaningful knowledge from this information.
ZzZombo 8 月 28 日 下午 4:45 
Nope, that would be you. Tell me how to correlate commits with Steam mod updates which are wholly independent things; you can release a new version on the Workshop but not commit a single thing or commit things w/o making an update, and even if both happen at the same time there is no telling which exact set of commits is included in the update. There are also GitHub releases but at the time of my initial comment the latest release was 2 weeks old.

And frankly, Steam Workshop changelogs exist for a reason, and should be used for information purposes instead of relying on a third-party resource.
Dizzy 8 月 28 日 下午 2:33 
i think mehni should never update this mod again specifically to spite benny boy
Mr. Ben Ben 8 月 28 日 下午 2:04 
it would be great for the dev to help us in our problems. wouldn't it? yah, i think it would be.
Dizzy 8 月 28 日 上午 11:24 
@ZzZombo you can just say you don't know how GitHub works
sidorf 8 月 28 日 上午 9:40 
I think that last update broke something. Pawn are no longer using their inventory to haul things, only one item at once. Yesterday everything was fine.
DommyMothy 8 月 28 日 上午 9:01 
Also experiencing the hauling issues, also subbed to Big & Small Framework. Pawns are unable to recognize open haul spots today,
ZzZombo 8 月 28 日 上午 8:42 
There is none, check it yourself.
MacGyver 8 月 28 日 上午 8:40 
@ZzZombo there's the github for changelog
ZzZombo 8 月 28 日 上午 8:12 
Please put changelogs into the Changelog section of the Workshop when updating mods! Especially with such important mods like this when players encounter sudden issues it's much easier to figure the likely culprit by quickly assessing the most recently updated mods and their changelogs. Thanks for understanding.