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RimWorld => Releases => Mods => Outdated => Topic started by: BBream on April 17, 2015, 06:32:23 AM

Title: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: BBream on April 17, 2015, 06:32:23 AM
Tools for haul

Description:
Hello.

Hauling item(especially raider's corpse) make me annoy. So I have made mod for cart.
It can be interact with colonists and animal.

Also, I have made backpack for storing equipment, meal and shell. In combat, you may need consumable item like rocket or meal.

Change Log
  V1.5d
  - Finding items logic is changed.
  - JobDriver_HaulWithCart is improved.
  - DrawPos is adjusted for big animal.

  V1.5c
  - Now cart's maximum item become 4.
  - Backpack's maximum stack is 50 per item.
  - Bugs related to door are fixed.
  - Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
  - Now cart is not used if Hauling item is less than 50 persent of maximum item capacity(Typically less than 2 items).
  - Cart wheel is rotated if cart is moving.

Cart
- Cart can be made on smith table. Cost is 80 steel
- Cart can be mounted. Colonist use it for colllecting 4 items or 400 stacks at once
Also, cart can be mounted on animal and animal can haul 4 items or 400 stacks per body size.
For example, muffalo has 2.0 body size and factor is 4.
- For hauling with animal, just mount cart on animal. But animal should be tamed and trained for 'Obeidence'.
- Cart can be stored in specific stockpile you setup.

Backpack
- Backpack can be made in Tailor. Cost is 50 Fiberic.
- Backpack is accessory so you cannot wear with personal shield.
- Backpack can hold 1~6 items or 50 stack per item. It is affected quality.
- Backpack can use for hauling item.
- Backpack has own gizmo UI.

Saddle
- Saddle can be mounted on animal and colonist can ride animal has saddle.
- You can give move command to rider by using 'Move' gizmo.

Author/Mod Team
BBream - Modder
Latta - Translating to korean language.

Thanks for sharing:
mrofa - Sharing cart texture
Shinzy - Sharing saddle texture
Haplo - JobGiver code in 'Miscellaneous w MAI' and 'Basic Dll tutorial'
Orion - Item_convertable in 'More Mechanoid'
Wastelander - ITab and JobGiver, JobDriver code in 'Prison Improvement'
Alistaire - Sharing download button


Download
Dropbox:
- [A12d]V1.5d
(http://i.imgur.com/QhbMTBz.png) (https://www.dropbox.com/s/zop47m1vy9r32f0/ToolsForHaul-V1.5d.zip?dl=0)
- [A12d]V1.5c   https://www.dropbox.com/s/sb11smwceuhvsrf/ToolsForHaul-V1.5c.zip?dl=0
- [A12d]V1.5b   https://www.dropbox.com/s/vxgrubp0upfrmz1/ToolsForHaul-V1.5b.zip?dl=0
- [A12d]V1.5a   https://www.dropbox.com/s/8hi2tgqo3yj8vjo/ToolsForHaul-V1.5a.zip?dl=0
- [A12d]V1.4b   https://www.dropbox.com/s/ksedy7zobr1w6ij/ToolsForHaul-V1.4b.zip?dl=0
- [A12d]V1.4a   https://www.dropbox.com/s/d2wp4yuiobir841/ToolsForHaul_V1.4a.zip?dl=0
- [A12d]V1.4     https://www.dropbox.com/s/syek5asz48xebfv/ToolsForHaul-V1.4.zip?dl=0
- [A11b]V1.3a    https://www.dropbox.com/s/y4c85klxqin803c/ToolsForHaulV1.3a.zip?dl=0

Github: https://github.com/BBream/ToolsForHaul

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log


Known issue:
- Backpack has been covered if pawn wear apparel has shell layer(Ex duster, jacket...).
- Backpack's last item is roughly decided so colonist remain haulable in backpack.

Change Log:
V1.5b
  - Texture is changed. Thanks for sharing it, mrofa!
  - Critical Bug that make colonist idle is fixed.
  - Backpack bug is fixed but need to check it is fine in a lot of case.
  - Code is refined and separated from release mod. You can download code from github.

V1.5a
  - 5 bugs are fixed. See this. https://github.com/BBream/ToolsForHaul/issues?q=is%3Aissue+is%3Aclosed
  - Animals can haul item depending on their body size. For example, muffalo has 2.0 body size and factor is 4.
  So, muffalo can haul 8 items. You can see body size in information window.(Carring capacity)

V1.5
  - Cart can be mounted in animal's back. For this, Animal should be trained for 'Obeidence' and bigger than human.(baseBodySize >= 1.0)
  This is list of animal can mount cart:
    Warg, Husky, LabradorRetriever, Elk, Thrumbo, Boomalope, Muffalo, Rhinoceros, Dromedary, Elephant, Cow, Alpaca.
  - Cart has been nerfed. Maximum items humanlike can haul with cart is changed from 6 items or 600 stacks to 3 items or 300 stacks.
  [s]Instead, Maximum items animal can haul with cart is 6 items or 600 stacks.[/s]
  - Saddle is added. Saddle can be mounted in animal's back. Human can board on Animal has saddle like riding horse.
  Rider would attack if enemy is close enough.
  - 'Drop All' button is added in Cart's Gear inspector tab.
V1.4b
  - Backpack bug is fixed. After just starting game and picking up backpack, error is occured.
  - Backpack bug is fixed. Hauling with backpack has problem when backpack is empty.
  - Now Colonist will check temperature is safe enough(80'C below) to do hauling job.
  - Hauling with cart logic is changed. See https://ludeon.com/forums/index.php?topic=12282.msg175662#msg175662

V1.4a
  - Backpack gizmo's drop floating menu bug is fixed. It was made disappear equipment try to drop.
  - Backpack is now used for hauling. Priority of using tool is Backpack - Cart - Hand.
    Before they start hauling with backpack, they will remember backpack's item that already put in and won't drop it.
V1.4
  - Fixed for Alpha 12d
V1.3a
  - Cargo renamed 'Cart'
  - Fixed for Alpha 11b
V1.2a
  - Collecting and droping logic is changed. The colonist will collect and drop it while standing if it can reach in standing position.
  - Fixed bug that Cargo cannnot draw in while being carried by hand
  - Chunkslag may not print holder error message. If you see this error, please report me.

V1.2
  - Cargo is added new tab for filtering item. Cargo will be used just filtered item.
  - Cargo can be deconstructed by float menu button. It return 40 steels.
  - Korean language is available. Thanks Latta for translating.
  - Bug fix, memory optimization.

V1.1c
  - Save-load bug that try register new pawn if game is saved while hauling with cargo.

V1.1b
  - Memory lick removed.

V1.1a
  - Holder error message is not printed anymore.
  - Fixed backpack bug that cannot use and should reequip after loading game.

V1.1
  - Backpack UI is improved. UI provide basic inventory function and you can use medicine, meal, equipment by pusing icon.
  - Cargo now check storage priority.
  - Cargo 'Ignore Forbidden' Gizmo is removed.
  - Fixed critical bug that cannot haul item while game. If you have previous version(V1.0b), you should install new version and toggle all item for fixing it.

V1.0b
  - Cargo can store item in storage building.

V1.0a
  - Cargo collect not just 6 items but also 600 stacks. it can collect 600 potatos.
  - Holder error message is fixed but still rarely printed. But it has no problem.
  - Fixed bugs that colonist do not haul job even if haulable items exist.
  - Backpack has been small neff. it need to make 50 fiberic and move speed reduce 0.05c/s

V1.0
  - Inital release
  - Fix saving error and backpack malfunction.
V0.4
  - WorkType 'Driving' have merged 'Haul'.



Screenshot

Cart

(http://i.imgur.com/9Av3to3.png)

Backpack

(http://i.imgur.com/I4OvmlQ.png)

Saddle

(http://i.imgur.com/RPXT1TE.png)

(http://i.imgur.com/zgxRrlQ.png)

License

(https://i.creativecommons.org/l/by/4.0/88x31.png) (http://creativecommons.org/licenses/by/4.0/)
This work is licensed under a Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/).
Exception of license:
Texture shared(Cart, Saddle)
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Match on April 17, 2015, 06:39:29 AM
I've been tracking this in the WIP section. Can't wait to try it!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: TrashMan on April 17, 2015, 08:21:13 AM
Put it in the core game!

ASAP!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Riftmaster on April 17, 2015, 01:18:03 PM
Mad idea generated.

Vehicles, drive-able by colonists.  Unsure if possible.
First, muffalo-drawn cart/wagon.
Second, steam tractor pulling cart/wagon/trailers
Third, ethanol-powered tractor pulling cart/wagon/trailers (requires associated ethanol refining plant, and lots of corn)
Optional could be battery-powered, or even a "train" that runs along power conduit

Related events - vehicle crash.

I am full of crazy ideas, but I rarely do anything about them...
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 17, 2015, 05:36:11 PM
Quote from: Riftmaster on April 17, 2015, 01:18:03 PM
Mad idea generated.

Vehicles, drive-able by colonists.  Unsure if possible.
First, muffalo-drawn cart/wagon.
Second, steam tractor pulling cart/wagon/trailers
Third, ethanol-powered tractor pulling cart/wagon/trailers (requires associated ethanol refining plant, and lots of corn)
Optional could be battery-powered, or even a "train" that runs along power conduit

Related events - vehicle crash.

I am full of crazy ideas, but I rarely do anything about them...

You think about carriage, train and subtrain, don't you?

First idea is possible but muffalo has half speed of human. I think human-drawn cart needs nerf like reducing number of storage and speed. Or it can be added part of joy. The rides! ;D

Second, third, optional idea is possible. I need to make new pawn just follow rail. It will be quite heavy work. Texture for train, Deciding concept of train. Beer powered train? How could you think like mad idea? haha I feel smell steam of beer!

Incident is quite challenge for me. I have never tried incident coding. But I imagine block gate for train. In block gate, it could occur accident.

Wow! you have great idea. Actually, I don't have idea for improving mod. It will be funny. I'll remember this idea.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Killaim on April 17, 2015, 07:48:08 PM
awesome - its - awesome

now i just need colonists to not have the no haul trait and im super happy :D

but this here is perfect - thank you.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 17, 2015, 08:24:12 PM
Wow! a tons of great ideas!
- Carriages.
- Vehicle with turret mobile artilery
- Scooter/ORV/or Segway-style vehicle, stretcher (https://ludeon.com/forums/index.php?topic=12282.msg176591#msg176591)
- Other kinds of vehicle, backpack (https://ludeon.com/forums/index.php?topic=12282.msg125593#msg125593)
- Survival Backpacks Exploring and Reasons  (https://ludeon.com/forums/index.php?topic=7234.msg71910#msg71910)
- Food Service Trolley.
- Automatic hauler.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Slywyn on April 17, 2015, 08:33:54 PM
Backpacks really should have been in the base game. Visitors and Pirates can carry stuff in their inventory, why can't colonists? This is great, thank you.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: zloitermit on April 17, 2015, 11:20:57 PM
Нужная вещица
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: eternalglory on April 18, 2015, 10:12:36 PM
Brilliant mod!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: «Temple» on April 18, 2015, 10:15:46 PM
Hey, this mod doesn't work with EdB's Prepare carefully, I reinstalled multiple times but EdB's Prepare Carefully's interface doesn't show up, I already posted something on EdB's Prepare Carefully's page about this problem and I hope it gets resolved.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: beany_for_ever on April 18, 2015, 10:28:26 PM
Here is the error:

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: «Temple» on April 18, 2015, 10:42:16 PM
Thanks for posting a screenshot of it I don't know how to take in-game screenshots xD
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: «Temple» on April 18, 2015, 10:47:03 PM
Quote from: beany_for_ever on April 18, 2015, 10:28:26 PM
Here is the error:
Do you mind posting this picture on EdB's prepare carefully aswell?
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: EdB on April 18, 2015, 11:03:40 PM
Quote from: Hunter00064 on April 18, 2015, 10:47:03 PM
Quote from: beany_for_ever on April 18, 2015, 10:28:26 PM
Here is the error:
Do you mind posting this picture on EdB's prepare carefully aswell?

Please download version 1.8.2 of Prepare Carefully if you're running into this issue.  It has a fix.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Abrexus on April 19, 2015, 12:06:59 AM
Very nice mod!  I plan on adding this to my list of must have mods!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 19, 2015, 12:30:13 AM
Quote from: Hunter00064 on April 18, 2015, 10:15:46 PM
Hey, this mod doesn't work with EdB's Prepare carefully, I reinstalled multiple times but EdB's Prepare Carefully's interface doesn't show up, I already posted something on EdB's Prepare Carefully's page about this problem and I hope it gets resolved.

I checked just before but I can find problem. According to message, it may have problem in EdB's Prepare carefully and now it seems to be fine. If you are engaged bug again, please let me know. And for knowing what happened, I must need error message at least
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: robsypes on April 19, 2015, 01:27:19 PM
was just about to download, but if it's not compatible with prepare carefully there is no point.  Hope you can flush it out soon.

Is it possible to start the game with prepare carefully... save it once it's started, then reload the game with this mod enabled and prepare carefully disabled?
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: beany_for_ever on April 19, 2015, 01:35:40 PM
EdB has patched Prepare Carefully to make it work with mods like this one, you need 1.8.2 not the original alpha 10 release 1.8.1
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Famous Shoes on April 19, 2015, 01:36:52 PM
Quote from: robsypes on April 19, 2015, 01:27:19 PM
was just about to download, but if it's not compatible with prepare carefully there is no point.  Hope you can flush it out soon. [...]

I was just trying this out with Prepare Carefully 1.8.2-1 to better understand why my own mod has problems with Prepare Carefully (mine also uses A10's new Accessory layer). I didn't see any problems with Tools for Haul + Prepare Carefully. That said I didn't test extensively and trying to understand what horrors Prepare Carefully is perpetrating on the Core apparel layers about broke my brain ;) So your mileage may vary.

Anyway, give it a shot I say, likely this and Prepare Carefully will work just fine for you (if not, I think Prepare Carefully is what will need to change.) And, in theory, there shouldn't be an issue with starting without this and adding it in later.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 19, 2015, 01:45:36 PM
Quote from: pestilenz on April 19, 2015, 12:06:48 PM
I'm still amazed with this mod! Just realized that when the cargo is hauling food, it's also considering the 6 items rule, so that he only has 6x8=48 potatoes loaded instead of hauling 75 manually. Could you change that to a "haul until full" rule?
Nice that like my ideas. Love to see the medic in action, my unfriendly neighbors all seem to be hemophile :)

Ok, I need to improve JobDriver. I'll remember this problem. JobDriver not check item has full stack.
Thanks for giving advice.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: beany_for_ever on April 19, 2015, 02:35:05 PM
I've seen this happen when hauling only stone chunks. If it's a full load of 6 stone chunks then at full speed the game starts jerking/stuttering.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: ZeeOvenfresh on April 19, 2015, 02:42:37 PM
Bring out your dead!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: robsypes on April 19, 2015, 06:49:19 PM
not sure what's going on, but in my last game with this mod... They wouldn't take my food from the farms to the freezer, they would drop them off in the main storeyard.  My setup is fine, it's normally worked perfectly.  I'm just wondering if it's just me or if other people are experiencing this as well.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Kubouch on April 20, 2015, 09:54:18 AM
I tried the cargo yesterday and albeit a great idea it feels broken. First my hauler gets to the cargo and hauls everything - nice. But after he drops the cargo he gets to an idle state and keeps wandering even though there is plenty of things to haul. Haven't tried the backpack yet.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: lazerlogic on April 20, 2015, 03:11:23 PM
Is the zip supposed to not ha a main catalouge ?cuz all i hgave when opening it is the subfolders
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 20, 2015, 06:49:00 PM
Quote from: Kubouch on April 20, 2015, 09:54:18 AM
I tried the cargo yesterday and albeit a great idea it feels broken. First my hauler gets to the cargo and hauls everything - nice. But after he drops the cargo he gets to an idle state and keeps wandering even though there is plenty of things to haul. Haven't tried the backpack yet.

Quote from: robsypes on April 19, 2015, 06:49:19 PM
not sure what's going on, but in my last game with this mod... They wouldn't take my food from the farms to the freezer, they would drop them off in the main storeyard.  My setup is fine, it's normally worked perfectly.  I'm just wondering if it's just me or if other people are experiencing this as well.

I have problem in reservation. Temporary solution is that you make item forbidden and unforbidden. Sorry but I'm thinking how to fix it. Please wait.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 20, 2015, 07:08:44 PM
Quote from: lazerlogic on April 20, 2015, 03:11:23 PM
Is the zip supposed to not ha a main catalouge ?cuz all i hgave when opening it is the subfolders

Sorry, I zipped it subfolder. I'll fix it in next release
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 20, 2015, 07:23:08 PM
Quote from: beany_for_ever on April 19, 2015, 02:35:05 PM
I've seen this happen when hauling only stone chunks. If it's a full load of 6 stone chunks then at full speed the game starts jerking/stuttering.

I didn't initialize container. But it will still give error message if you use dev tool and select cargo. I cannot find way to avoid this error message. It will fixed next version. Thanks for giving screenshot.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: Master Bucketsmith on April 21, 2015, 08:22:15 AM
Quote from: Riftmaster on April 17, 2015, 01:18:03 PM
Mad idea generated.

*cough* https://ludeon.com/forums/index.php?topic=11367
I never got much feedback on that thread. :(

Congrats on the 'gold release' for your mod, BBream!
You could ask Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918) or jabbamonkey (https://ludeon.com/forums/index.php?action=profile;u=2137) for help with the graphics, they do some awesome work!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
Post by: BBream on April 21, 2015, 10:07:09 AM
Quote from: Bucketsmith on April 21, 2015, 08:22:15 AM
Quote from: Riftmaster on April 17, 2015, 01:18:03 PM
Mad idea generated.

*cough* https://ludeon.com/forums/index.php?topic=11367
I never got much feedback on that thread. :(

Congrats on the 'gold release' for your mod, BBream!
You could ask Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918) or jabbamonkey (https://ludeon.com/forums/index.php?action=profile;u=2137) for help with the graphics, they do some awesome work!

I'm glad to release mod. I hope you enjoy it.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Unavailable Now
Post by: Playbahnosh on April 21, 2015, 03:45:56 PM
It's a bit eerie how well Rimworld mirrors the development of Dwarf Fortress, especially in terms of features and functionality. When I opted into the alpha here last year, I was wondering how long it will take for hauling equipment and tools to show up, considering hauling takes up a huge amount of the colonists' time. It took years for hand carts and minecarts to show up in DF, I thought it will be some time before it happens in Rimworld, but I'm REALLY happy I was wrong.

Anyway, what I meant to say was, thank you for this mod! You are awesome! :)

I've been away from Rimworld for a while, so wearable containers, mountables and vehicles being implemented is news to me. But opens up a whole ton of possibilities.

One of which is obviously hauling gear and vehicles for many purposes. Just from the top of my head:
- Hand-carts (already working, not much to say)
- Trucks (it's like a movable stockpile, haul large amount of stuff, slow, consumes battery power, need to implement a charging station)
- Land speeders (like what Luke had in Star Wars, get from A to B fast, can hold more people but only a few pieces of cargo)
- Ambulance (already discussed, much like a movable hospital bed, on-site medical treatment and patient transport, needs to be stocked with medicine and needs high doctor skill to operate)
- Farming Tractor (not sure if attaching implements is feasible, but it could be "all-in-one" farming vehicle, slow, energy hungry, can plant and harvest large areas, needs to be upgraded (way more research) for more advanced crops.)
- APC/Tank (I mean, OBVIOUSLY :D Needs TONS of materials/research to build, needs more people to operate (driver, gunner, loader, commander), highly armored, has Machine Gun / Main Gun, needs shells to fire, high fuel consumption, slow as hell, if destroyed the operators have a high change of dying instantly).

Not sure how feasible vehicles are right now, how much code there is to support it, but it could be awesome. Also, maybe there could be an animal husbandry angle, maybe domesticate and ride Muffalos and Elks, or lead them around as pack animals.

As for wearables, I think it's an awesome idea. Maybe they can finally carry food/drinks with them so they don't have to return to the fridge to eat for example. There could be different types of backpacks. Like,
- Satchel (a small bag you sling across your shoulder, can only hold a few small items but doesn't impede movement)
- Backpack (can hold more items but slows movement a little)
- Large backpack (like those big hiking packs, it can store many items but slows movement a lot).
Also specialized packs:
- Doctor's Bag (holds only medical items/medicine, needs doctoring skill to use, gives a small boost to performing medical operations)
- Tactical Pack / Holster / Webbing (needs shooting/melee skill, allows you to carry additional weapons/ammo, small armor bonus)
- Farming Satchel (needs farming skill, only stores crops, less trips to the stockpile and no more harvested food lying around the farm, gives a small farming bonus)
- Builder's Pack (needs building skill, stores building materials (steel, wood, stone bricks))
- Tool Belt (needs building skill, stores tools (if and when implemented), gives bonus to building)

The movement slow could be dependent on the type/number of items stored and the wearer's strength. Also, lugging a large pack with tons of stuff in it should also be tiring to the wearer, maybe give a negative mood.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Unavailable Now
Post by: wakko151 on April 21, 2015, 08:01:56 PM
Just a bit of confusion for me. While using this mod it became apparent that having aback pack does not mean they can carry more stuff on there own. You have to direct them to use the back back. Also the boxes allow me to place things in them to save on storage space but do not allow me to move more things at once. If this is untrue can someone please explain it to me. I would greatly appreciate it. Thank You.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Unavailable Now
Post by: Vega_Kotes on April 21, 2015, 08:11:57 PM
As far as I can tell backpacks are for carrying multiple weapons or pieces of clothing.

Cargo is what you're supposed to use to move multiple stacks of items.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: BBream on April 21, 2015, 10:43:35 PM
I have fixed bugs but it's not added new contents. If you engage in bugs or trouble, then you can avoid it by making forbidden cargo.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: Probe1 on April 22, 2015, 07:04:10 PM
I really like this mod but it needs an exemption for items being built on worktables.  My haulers waste everyones time by taking unfinished shirts, statues, and other similar objects to a storage pile.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: BBream on April 22, 2015, 08:54:32 PM
Quote from: Probe1 on April 22, 2015, 07:04:10 PM
I really like this mod but it needs an exemption for items being built on worktables.  My haulers waste everyones time by taking unfinished shirts, statues, and other similar objects to a storage pile.

Ok, I fix it next version. Thanks!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Unavailable Now
Post by: BBream on April 22, 2015, 09:28:58 PM
Quote from: Playbahnosh on April 21, 2015, 03:45:56 PM
-snip

Quote from: pestilenz on April 21, 2015, 07:00:33 PM
-snip

Still flooding ideas! This is good idea. I hope I can implement so fast. I'll remember this idea.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: Muramas on April 23, 2015, 03:41:38 PM
It seems when a pawn is hauling multiple items with a cargo they ignore stockpile restrictions and place items in stockpiles where an item is forbidden
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: BBream on April 23, 2015, 03:57:44 PM
Quote from: Muramas on April 23, 2015, 03:41:38 PM
It seems when a pawn is hauling multiple items with a cargo they ignore stockpile restrictions and place items in stockpiles where an item is forbidden

Right. I see this problem and I'll fix it. You can avoid it by making forbidden cargo.
Thanks
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: comlink on April 24, 2015, 12:25:24 AM
This is a really excellent addition to the game. I'm glad that vehicles of any sort are being worked on. I do have an issue where my haulers stop hauling if the items are far away (playing on mountainous map).

Shouldn't the cargo be called a cart? It looks like a cart, and cargo is what is hauled, not what hauls.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: BBream on April 24, 2015, 04:48:20 AM
Quote from: comlink on April 24, 2015, 12:25:24 AM
-snip

Ok, I'll check in mountain map but I cannot guess what problem is. You can avoid it by making forbidden all cargo.

You call it cart? Wow! someone call it box. Haha...well I think I choose wrong word but I don't want to change because if do that, everybody should start new game.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: Turtle Dude on April 25, 2015, 01:49:14 AM
Does your mod have any restrictions when being installed as in other mods, because I've seem to run into an issue that if my colonists are going to haul they will instead be stuck in an idle mod even with over 1000+ items that are not forbidden. There is a chance this due to one of the other mods I have installed, but none of them mess with hauling besides this one.

Just did checking on what caused it, it would seem that the Cargo if they are allowed to be used at all it will cause them to mess up the hauling, and make them go into a idle state till another job opens, or they are made forbidden themselves. I have not tested the backpacks if they would do the same yet will be able to test later.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: BBream on April 25, 2015, 02:49:06 AM
Quote from: Turtle Dude on April 25, 2015, 01:49:14 AM
Does your mod have any restrictions when being installed as in other mods, because I've seem to run into an issue that if my colonists are going to haul they will instead be stuck in an idle mod even with over 1000+ items that are not forbidden. There is a chance this due to one of the other mods I have installed, but none of them mess with hauling besides this one.

Just did checking on what caused it, it would seem that the Cargo if they are allowed to be used at all it will cause them to mess up the hauling, and make them go into a idle state till another job opens, or they are made forbidden themselves. I have not tested the backpacks if they would do the same yet will be able to test later.

I'm so sorry. I have just found and fixed critical bug. This bug remove item from listerHaulable. For fixing it, you should follow this.
1) install this mod V1.1
2) All item make forbidden
3) All item make unforbidden

Then, item added list of haulable. I'm sorry for your inconvenience.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: BBream on April 25, 2015, 03:37:04 AM
Quote from: Probe1 on April 22, 2015, 07:04:10 PM
I really like this mod but it needs an exemption for items being built on worktables.  My haulers waste everyones time by taking unfinished shirts, statues, and other similar objects to a storage pile.

I didn't fix it because you can prevent it. You can uncheck unfinished thing in storage setting then your colonist don't haul it anymore.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
Post by: Turtle Dude on April 25, 2015, 03:57:57 AM
Quote from: BBream on April 25, 2015, 02:49:06 AM
I'm so sorry. I have just found and fixed critical bug. This bug remove item from listerHaulable. For fixing it, you should follow this.
1) install this mod V1.1
2) All item make forbidden
3) All item make unforbidden

Then, item added list of haulable. I'm sorry for your inconvenience.

Thanks great thanks I'll try it in a bit I still need to get things done myself I'll be sure to add it in once I can here hoping everything works perfectly after this, and also thanks.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: Turtle Dude on April 25, 2015, 07:23:15 AM
Sorry for the post after another, but It seems the issue still persists with the Cargo, I have 2 currently one empty and one has as chunk of rock in it, if any one of them is toggle non-forbidden hauling will make colonists go idle again.

The fix did work for a little, but when she tried to dismount at a stockpile it starts a massive lag spike, and then after that it stopped working. Hopefully with this information it might help somewhat.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: BBream on April 25, 2015, 10:17:34 AM
Quote from: Turtle Dude on April 25, 2015, 07:23:15 AM
Sorry for the post after another, but It seems the issue still persists with the Cargo, I have 2 currently one empty and one has as chunk of rock in it, if any one of them is toggle non-forbidden hauling will make colonists go idle again.

The fix did work for a little, but when she tried to dismount at a stockpile it starts a massive lag spike, and then after that it stopped working. Hopefully with this information it might help somewhat.

I mean items need to toggle is the haulables(food, weapon, resource...) not cargo.
Can you send output.txt file? It can be caused by Holder error checking. I cannot replay it in my computer.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: Turtle Dude on April 25, 2015, 04:06:45 PM
QuoteHolder of ChunkSlate763977 is not a usable type; it is a ToolsForHaul.Vehicle_Cargo: Verse.ThingContainer

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

This is what you wanted? The chunk type didn't seem to matter much it was saying it for every different kind, and had wide variations in the 6 digit number at the end.

Full File:

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: BBream on April 25, 2015, 04:24:35 PM
Quote from: Turtle Dude on April 25, 2015, 04:06:45 PM
QuoteHolder of ChunkSlate763977 is not a usable type; it is a ToolsForHaul.Vehicle_Cargo: Verse.ThingContainer

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

This is what you wanted? The chunk type didn't seem to matter much it was saying it for every different kind, and had wide variations in the 6 digit number at the end.

Full File:

Although it interrupt current job, it is no critical effect for gameplay. it is known issue I cannot fix.
https://ludeon.com/forums/index.php?topic=12449.msg125377#msg125377

So you can ignore it if it don't always make colonist idle. I have no solution for this problem.

Thanks for your report.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: Adamiks on April 25, 2015, 04:37:09 PM
My game crashes when two people wanna put that same item into backpack. Also when i load the game i must reequid backpack if i wanna use it.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: Turtle Dude on April 25, 2015, 04:56:00 PM
Sadly for me this bug is causing interruption to my colonists forcing them into a idle state if any one of them wants to haul mass amounts of items, any other job they will gather normally such as building materials or dead bodies. So for the time being I'll have to make my cargo Forbidden so that they will not all go into a idle state

I do hope you can update the mod sooner or later that these issues aren't there so I can use the Cargos again they really do same tremendous amount of time.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: BBream on April 25, 2015, 11:12:59 PM
Quote from: Adamiks on April 25, 2015, 04:37:09 PM
My game crashes when two people wanna put that same item into backpack. Also when i load the game i must reequid backpack if i wanna use it.

Ok, I'll fix it in next version.
First, I didn't check whether it is reserved.
Second, I didn't save maxitem value.
Thanks for reporting.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: Turtle Dude on April 26, 2015, 02:11:20 AM
I have an idea, but I don't know if you have thought of this tried and failed due to the game not being able to due it, but if it can maybe push this type of mod to another level I'll still say it.

Here it's, could you possible either create Cargos be like mobile stockpiles (6 spaces only like before) this could possible fix any issue with idling colonists, and also allow permission for what the Cargo can be used for as in only dead can be hauled in them, or maybe only wood/food.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1 25-04-2015 READ NOTICE!
Post by: BBream on April 26, 2015, 04:08:53 AM
Quote from: Turtle Dude on April 26, 2015, 02:11:20 AM
I have an idea, but I don't know if you have thought of this tried and failed due to the game not being able to due it, but if it can maybe push this type of mod to another level I'll still say it.

Here it's, could you possible either create Cargos be like mobile stockpiles (6 spaces only like before) this could possible fix any issue with idling colonists, and also allow permission for what the Cargo can be used for as in only dead can be hauled in them, or maybe only wood/food.

Thanks for giving idea. But I found way to avoid error message. I have changed code and The error will not occur anymore.
This idea...you mean cargo has allowence for hauling like storage setting, don't you? I'm not sure this function is useful. If you still have problem in V1.1a, I'll add this function in cargo.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1a 26-04-2015 READ NOTICE
Post by: Turtle Dude on April 26, 2015, 04:14:44 AM
I haven't had much of an issue just on and off the cargo's break making my colonists go idle (I just allowed them to use them a little bit ago and they worked again), but i keep having an issue of them placing something into the cargo and dropping them off at completely wrong stockpiles, causing other or even themselves to run all the way back to to drop them in another wrong stock pile.

So adding a function to say this cargo can only hold these items, and not these may get rid of that issue and others. But still it isn't crucial so if you don't think it would be useful, or needed then that is up to you.

Also backpacks might have a memory leaking issue, I keep getting a out of ram error, I only started to use backpacks, and only then did these crashes start happening stating it tries to get more ram, and not enough ram is there to allocateso it end up stopping.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1a 26-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 04:49:50 AM
Quote from: Turtle Dude on April 26, 2015, 04:14:44 AM
-snip

Frankly speeking, I really want to make other contents. But I will be sad if anyone that use this mod is suffered by bug. Debuging make me exhausted. :'(  Sorry but I'll not add this function.

I'll check what problem is. Thanks for instant reporting.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1a 26-04-2015 READ NOTICE
Post by: Turtle Dude on April 26, 2015, 05:18:53 AM
I know what you mean about debugging, but I have to say it's better to get most of these bug fixed fast because it makes it were you wont have to come back later to fix them when you are/can work on something else. I actually wonder what will be your next mod if you make another one because so far this one works great and with you being active on it it shouldn't be much longer till almost all problems are gone.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1a 26-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 07:11:00 AM
Quote from: Turtle Dude on April 26, 2015, 05:18:53 AM
I know what you mean about debugging, but I have to say it's better to get most of these bug fixed fast because it makes it were you wont have to come back later to fix them when you are/can work on something else. I actually wonder what will be your next mod if you make another one because so far this one works great and with you being active on it it shouldn't be much longer till almost all problems are gone.
Good, good. Flawless jewel! I'll Slash all of bug!

Quote from: Turtle Dude on April 26, 2015, 04:14:44 AM
I haven't had much of an issue just on and off the cargo's break making my colonists go idle (I just allowed them to use them a little bit ago and they worked again), but i keep having an issue of them placing something into the cargo and dropping them off at completely wrong stockpiles, causing other or even themselves to run all the way back to to drop them in another wrong stock pile.

So adding a function to say this cargo can only hold these items, and not these may get rid of that issue and others. But still it isn't crucial so if you don't think it would be useful, or needed then that is up to you.

Also backpacks might have a memory leaking issue, I keep getting a out of ram error, I only started to use backpacks, and only then did these crashes start happening stating it tries to get more ram, and not enough ram is there to allocateso it end up stopping.

Ok, I fix memory lick problem. Memory allocation will be not rapidly increased.

But I cannot find that items droped wrong stockpile. It sometimes move inefficiently because of fitting storage setting. Later, It would be placed correct place. Optimization is a little difficult problem.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Adamiks on April 26, 2015, 07:40:40 AM
My game still crashes when someone have backpack.

End of error report:

"(0x10107649) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x43e
(0x101075EA) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x3df
(0x1010762A) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x41f
(0x10107649) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x43e
(0x101075EA) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x3df
(0x1010762A) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x41f
(0x10107649) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x43e
(0x101075EA) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x3df
(0x1010762A) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x41f
(0x10107649) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x43e"
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 08:00:26 AM
Quote from: Adamiks on April 26, 2015, 07:40:40 AM
-snip

I never have seen error message like this before. If you don't mind, please send output_log.txt file. It is in RimWorld785Win_Data folder. The report you sent is too short to find cause of error.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Adamiks on April 26, 2015, 09:03:45 AM
After this fix i do not have any crashes (yet?..) and that error was from version 1.1A.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 10:16:00 AM
Quote from: Adamiks on April 26, 2015, 09:03:45 AM
After this fix i do not have any crashes (yet?..) and that error was from version 1.1A.

I'm not sure it. If this problem cause from memory lick, then it will be fixed. But to make sure, you have to send output_log.txt file.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Adamiks on April 26, 2015, 11:25:03 AM
Ok, here you go.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Ninefinger on April 26, 2015, 12:28:52 PM
Quote from: Adamiks on April 26, 2015, 11:25:03 AM
Ok, here you go.

holy crap son, what mods do you have installed that error log file is full of errors from other mods that dont even pertain to this mod, sifting through that log file is a nightmare. in order to present an error log to help with debugging this mod, you need to make sure you have no other mods installed except the tools for haul mod then delete the output_log.txt file to get a clean output_log and then start a new world and new game. with all those errors im surprised your game even runs lol  :P
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Adamiks on April 26, 2015, 01:37:53 PM
I have Superior Crafting, Expanded Prosthetics & Organ Engineering, log wall (only) and moat (also only moat) and this mod. When i turned off the Tools for haul i have no crashes so blame is on this mod. Others mod don't use anything that this mod use. You can say i should play only on this mod, but this would be just stupid.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Turtle Dude on April 26, 2015, 04:23:18 PM
Adamiks you might want to check with other mod authors as well, it might be a comparability with multiple mods.

This is my mod list:
Brunayla's Security Co (this is all his mods)
EdBPrepareCarefully
BeanTeckBlastDoor
AlphaMuffalo
AdvancedLamps
RT Fusebox
Tools for Hauling

So I'm guessing is that you have maybe some incompatible mods, and the would be the superior crafting, and expanded prosthetic & organ engineering due to them both being crafting mods they try and mod the same files causing issue.

Also thanks for the fix BBream.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Adamiks on April 26, 2015, 04:27:24 PM
Quote from: Canute on April 26, 2015, 03:05:38 PM
Just a sidenote, do you know that Superior Crafting and  Expanded Prosthetics & Organ Engineering don't work well together.
I got Superior Crafting and this mod + some others and it is working well.

Yea i know but Ykara (EPOE) will create a fix soon.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Turtle Dude on April 26, 2015, 05:08:36 PM
I found an issue that can be caused after crashes, and maybe another memory leak. The crash issue is after a crash if you load a save were a person is still using a Cargo it will say that the items are duplicates and delete the Cargo, and items in them causing error to appear every load (This is in compressed data so I cannot think of a way to fix this), and I think there might be issue with a leak when a colonists is wearing a backpack, and uses a Cargo to haul items (not completely test due to an odd crash).

I have had no interaction with Cargo for close to 10 minutes now, but I still get random spikes I tested this on a new world without your mod it seems to be derived from your mod, I'm guessing there might still be a small hole with backpacks some where.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 07:00:21 PM
Quote from: Adamiks on April 26, 2015, 11:25:03 AM
Ok, here you go.

It is too unfair! My crash don't have any error message but the other have a lot of message. I can't figure out what cause to the error.

I think the problem is:
1)Polish language have problem.
  Please reinstall the attachment that have polish language folder. In my rimworld, It don't print error message.

2)More Vanilla Turrets mod have old version xml file. It is needed to fix 2 line
In MVT_Building_Security.xml file:

  Here  <useStandardHealth>False</useStandardHealth>
  Fix     <useHitPoints>True</useHitPoints>
  Here  <shaderType>Transparent</shaderType>
  Fix     <graphicShaderType>Transparent</graphicShaderType>

In MVT_Building_Security:


<!--=============== Moat ===============-->
<ThingDef ParentName="BuildingBase">
    <defName>Moat</defName>
    <thingClass>Building</thingClass>
    <label>shallow moat</label>
    <linkDrawerType>Basic</linkDrawerType>
    <category>Building</category>
    <useStandardHealth>False</useStandardHealth>
    <blueprintgraphicPath>Things/Building/Security/MoatAtlasBlueprint</blueprintgraphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <graphicPath>Things/Building/Security/MoatAtlas</graphicPath>
    <altitudeLayer>LowPlant</altitudeLayer>
    <shaderType>Transparent</shaderType>


I hope this can fix the crash.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 07:11:21 PM
Quote from: Turtle Dude on April 26, 2015, 05:08:36 PM
I found an issue that can be caused after crashes, and maybe another memory leak. The crash issue is after a crash if you load a save were a person is still using a Cargo it will say that the items are duplicates and delete the Cargo, and items in them causing error to appear every load (This is in compressed data so I cannot think of a way to fix this), and I think there might be issue with a leak when a colonists is wearing a backpack, and uses a Cargo to haul items (not completely test due to an odd crash).

I have had no interaction with Cargo for close to 10 minutes now, but I still get random spikes I tested this on a new world without your mod it seems to be derived from your mod, I'm guessing there might still be a small hole with backpacks some where.

I'll check no interaction issue and save load issue.

If you are engaged in crash, please send output_log.txt file. It is valuable for knowing what problem is. You can find it in (Rimworld)/RimWorld###Win_Data

Edit1: I found save load issue cause. I'll fix it in V1.1c
But no interaction issue is not replayed. It's hard to find.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1b 26-04-2015 READ NOTICE
Post by: Adamiks on April 26, 2015, 07:15:21 PM
Thanks :) I already fixed More Vanilla Turrets but i don't know if this will solve my problem, because i try to not do anything with backpacks :D
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Turtle Dude on April 26, 2015, 09:04:49 PM
I tested again watching my ram spike while not using backpacks sometimes (This maybe event driven as some in-game events need more ram), I'm wondering if there is a small leak with the last game update that maybe the mod is just amplifying in some way.

All I know is that it only happens when I'm either using cargo with backpacks, backpacks. The leak is only roughly 200kb, but it adds up once every second.

I wish I could help more I'll keep messing with the mod only in a test world and see if I can find out the actual cause of the leak. Since it might just be an issue that they try and fill the cargo, and inventory of the backpack at the same time, but like I said before I'll keep trying to find out when the memory start to jump.

And again thanks for the the updates.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 26, 2015, 09:18:00 PM
Quote from: Turtle Dude on April 26, 2015, 09:04:49 PM
-snip

I copy whole list of haulable because of avoiding error message. And its address is assigned null at the end of function. So, memory allocation will be increasing untill it is freed by garbage collection. I have no idea memory free in C#.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Turtle Dude on April 26, 2015, 09:54:19 PM
I can't seem to find what causes the memory leak, I just played with extremely defined outfits and just one thing stands out if even 1 person has a backpack on even when paused the game will start trying to take more and more memory. So the leak maybe have not be a part of the backpacks holding, but the item themselves because even when equipped, and nothing is in them they will cause this issue.

I don't know what is causing this and all a crash log tells me if that while trying to get more memory it failed and causes the crash.

Also heads up, your last patch fixed all my issues (besides memory leak, and cargo sometimes causing idles due to game issue), So very close to getting almost everything finished.

I've played for 2 hours straight, no backpacks the memory needed for the game has yet to exceed 1.5gb. The start was usually at 2gb in 10 seconds with backpacks on, with this I'm most certain that there is an issue either with the backpacks themselves, or how the inventory space for them on a colonist is handled.


I keep trying to slim down the results to why the memory leak is happening, and the only results I got  are these.

1. Adding items or removing items from the backpack do not cause the leak to get larger.
2. Allowing them to use the Cargo with a backpack doesn't make the leak larger.
3. Putting on even 1 backpack tend to have a immediate memory leak, and number of backpacks on colonists don't effects the leak, it is usually always a 2mb memory leak.

Sorry for the constant updates just I want to use the mod completely, and to do so I'm trying to provide as much as I can into what is causing the issues

I'm wondering could the cause of the leak be because instead of the backpacks having no inventory every time they are on a person they keep checking if they do or don't have inventory? If so that would mean they backpacks are checking with every item to see if it's there, and since I don't know the size of all the items combined I'm just making a guess at the moment.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: L.Max on April 27, 2015, 07:56:06 AM
is there any way to delete/destroy/deconstruct the vehicles? i made too many lol
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 27, 2015, 08:34:41 AM
Quote from: Turtle Dude on April 26, 2015, 09:54:19 PM
-snip

Ok, I have checked backpack's code. It will use less memory in next version.

Quote from: L.Max on April 27, 2015, 07:56:06 AM
is there any way to delete/destroy/deconstruct the vehicles? i made too many lol

No way. You should shoot and destroy it for now. I'll make way to deconstruct.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Adamiks on April 27, 2015, 09:25:35 AM
Quote from: L.Max on April 27, 2015, 07:56:06 AM
is there any way to delete/destroy/deconstruct the vehicles? i made too many lol

You can destroy them in developer mode. Or just shoot them.

Bug Report: Colonists put thing like wood in storage only for meds etc. and when they have knife and pistol in cargo and they go to armory to put pistol they also do not leave the knife. Result is that colonist with cargo walkin around.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Latta on April 27, 2015, 11:43:25 AM
Or a cargo can have its own filter like stockpiles do, so I can designate what to haul with this cargo e.g only bulk goods.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Turtle Dude on April 27, 2015, 12:34:43 PM
I wish I could be more help to find out why these memory leak spikes only happen with backpacks. All I can do at this point is give suggestions to maybe were the leak is from.

I have maybe another suggestion to possibly were the leak may be. if the backpacks aren't causing the leak could it be were they are equipped causes the leak?
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 27, 2015, 11:20:21 PM
Quote from: Adamiks on April 27, 2015, 09:25:35 AM
Bug Report: Colonists put thing like wood in storage only for meds etc. and when they have knife and pistol in cargo and they go to armory to put pistol they also do not leave the knife. Result is that colonist with cargo walkin around.

I can't find this bug. I'll keep watching this bug
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 27, 2015, 11:23:47 PM
Quote from: Canute on April 27, 2015, 11:30:53 AM
The pawn unload the things at the cargo at reverse order he pickup the stuff, that isn't realy a bug.
But when BBream can modify the hauling system, the pawn should priority on the stuff which he allready got loaded.

I would like to see an improvement at the command ability, currently when select the pawn i just could say priority hauling.
When i right click on something the pawn just haul that thing by itself and don't use the cargo. It would be nice when i right click on steel ore at example, there should be an option to haul all steel ore around.
Maybe a setting slider at the cargo how for he should look around before he should deliver the stuff.

Quote from: Latta on April 27, 2015, 11:43:25 AM
Or a cargo can have its own filter like stockpiles do, so I can designate what to haul with this cargo e.g only bulk goods.

Ok, Turtle Dude is right. It is necessary.
I have made tab for filtering. Now cargo is used for hauling just filtered item.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 27, 2015, 11:32:12 PM
Quote from: Turtle Dude on April 27, 2015, 12:34:43 PM
I wish I could be more help to find out why these memory leak spikes only happen with backpacks. All I can do at this point is give suggestions to maybe were the leak is from.

I have maybe another suggestion to possibly were the leak may be. if the backpacks aren't causing the leak could it be were they are equipped causes the leak?

It is too much optimization. If you don't have serious problem with memory leak, then you can skip it. This is not olympic programming. I know you are one of great testers but I think we are ready to enjoy game.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Turtle Dude on April 27, 2015, 11:49:26 PM
Quote from: BBream on April 27, 2015, 11:32:12 PM
It is too much optimization. If you don't have serious problem with memory leak, then you can skip it. This is not olympic programming. I know you are one of great testers but I think we are ready to enjoy game.

What ever you did with the last update severally limited the leak, It will barely go up by 200kb after 4 seconds so wit the update the leak is almost completely stomped out.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 28, 2015, 12:15:32 AM
Quote from: Turtle Dude on April 27, 2015, 11:49:26 PM
-snip

I was wrong we are ready. Ok, I'll add debug code and check whether it has memory leak.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: Turtle Dude on April 28, 2015, 12:43:41 AM
Quote from: BBream on April 28, 2015, 12:15:32 AM
Quote from: Turtle Dude on April 27, 2015, 11:49:26 PM
-snip

I was wrong we are ready. Ok, I'll add debug code and check whether it has memory leak.

Updated my last post a little late, but It seems the last update severally limited the leak I'm only roughly 200kb 4/s leak so the update did extremely well with optimizing and stopping a lot of the issues that I did have, but it's still there and it does keep leaking even while paused. In all the last update made a massive improvement that lets me play for longer periods of time.

It's to a point that if I don't check back almost every 10 minutes i wont notice the memory going up slightly

I don't know why maybe the Stockpile list maybe be a bad thing now, they seem to use the Cargo very little for my colony is this happening for you? (They don't seem to want to use backpack space as well you have to manually make them pickup items and drop them)
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.1c 27-04-2015 READ NOTICE
Post by: BBream on April 28, 2015, 01:44:09 AM
Quote from: Turtle Dude on April 28, 2015, 12:43:41 AM
Quote from: BBream on April 28, 2015, 12:15:32 AM
Quote from: Turtle Dude on April 27, 2015, 11:49:26 PM
-snip

I was wrong we are ready. Ok, I'll add debug code and check whether it has memory leak.

Updated my last post a little late, but It seems the last update severally limited the leak I'm only roughly 200kb 4/s leak so the update did extremely well with optimizing and stopping a lot of the issues that I did have, but it's still there and it does keep leaking even while paused. In all the last update made a massive improvement that lets me play for longer periods of time.

It's to a point that if I don't check back almost every 10 minutes i wont notice the memory going up slightly

I don't know why maybe the Stockpile list maybe be a bad thing now, they seem to use the Cargo very little for my colony is this happening for you? (They don't seem to want to use backpack space as well you have to manually make them pickup items and drop them)

(http://i.imgur.com/4o3i3RH.png)

Yes, it has leak. I put debug function in backpack gizmo. Backpack gizmo request a lot of memory while it is opening. This show memory usage in every function call and it is collected every cycle. I'll find how I could use less memory.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: Killaim on April 28, 2015, 01:46:48 AM
is there a way to change the priority of how the carts / cargo picks what to gather?

because my suggestion would be for a cargo hauler to look only at a stockpile then gather all items for that type of stock pile

then when its done pick a new stockpile and gather all those items

then atleast the cargos wont skip back and forth between stockpiles with random items picked up and get confused maybe with dropping wrong items?

though this would require picking priority on the stockpiles instead of items priority.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: Turtle Dude on April 28, 2015, 01:52:03 AM
Quote from: Killaim on April 28, 2015, 01:46:48 AM
...

There possible is a way if you can bind a Cargo to the stockpile, but making them look at any given one may be delving a bit to deep into the code, because I think that would need his own custom code to do that.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: thefinn on April 28, 2015, 03:10:32 AM
I have a CTD issue. I am not good at reading the error logs but I did post in Edb's threads as his mod seems to come up a lot in there.

He suggested I should also post here as he thinks it's some kind of interaction between this mod and his.

This happens somewhere mid-game - not early game - and because it CTD's straight away I cannot tell if it relates to a particular job or not.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: BBream on April 28, 2015, 03:16:47 AM
Quote from: Killaim on April 28, 2015, 01:46:48 AM
is there a way to change the priority of how the carts / cargo picks what to gather?

because my suggestion would be for a cargo hauler to look only at a stockpile then gather all items for that type of stock pile

then when its done pick a new stockpile and gather all those items

then atleast the cargos wont skip back and forth between stockpiles with random items picked up and get confused maybe with dropping wrong items?

though this would require picking priority on the stockpiles instead of items priority.

This has same problem. If item satisfied stockpiles's setting is scatterd, then colonist should move back and forth.
So, do you want colonist move more efficiently, right? I'll change logic.
Before
Go to stockpileCell and drop
Go to stockpileCell and drop
...

After
Go to stockpileCell
If the colonists stop by one stockpile
   then they try drop all of item matching stockpile setting.
       drop item.
       find item matching stockpile setting.
       advance the order of drop. Too complicate
       try drop other item while standing.
Go to next stockpileCell
...


And I'll bring a whip for you ;D

Edit1: Now colonist will colllect and drop items in adjacent cell at once.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: Turtle Dude on April 28, 2015, 04:48:39 AM
Quote from: thefinn on April 28, 2015, 03:10:32 AM
I have a CTD issue. I am not good at reading the error logs but I did post in Edb's threads as his mod seems to come up a lot in there.

He suggested I should also post here as he thinks it's some kind of interaction between this mod and his.

This happens somewhere mid-game - not early game - and because it CTD's straight away I cannot tell if it relates to a particular job or not.

Just so you do know the Error is an out of memory error and is due to your computer trying to allocate more memory then it can to the game, if your using a older version of ToolsforHauling update it has a fix that will help with that. but the other errors I've never seen and I look at my output file after every game so it might be from multiple mods clashing.

Oh BBream after roughly 4 hours of playing instead of crashing it only went up to 1.7gb of ram usage so if you want to take your time finding the leak now you have plenty of time with a leak this slow it shouldn't hamper any ones game.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: thefinn on April 28, 2015, 05:32:32 AM
Will give that a go, thanks!

Great mod btw.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: BBream on April 28, 2015, 08:04:28 AM
Quote from: Turtle Dude on April 28, 2015, 04:48:39 AM
-snip

I'm glad that you can play game 4 hours.
I try it harder but I have no idea for removing leak anymore. I give it up and It's up to Tynan. Call Tynan and yelling him, "LEAK LEAK LEAK"
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: Latta on April 28, 2015, 11:47:58 AM
When a cargo hauls stone chunk, this error spam my log:

Holder of ChunkSlate291397 is not a usable type; it is a ToolsForHaul.Vehicle_Cargo: Verse.ThingContainer

But it can be avoided by setting its filter.

Also when a colonist newly made a cargo and hauls it(hand held item; before gets replaced by actual "Vehicle") to somewhere this exception spam my log:

Exception drawing *PawnName*: System.NullReferenceException: Object reference not set to an instance of an object

  at ToolsForHaul.Vehicle_Cargo.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0

  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0

  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0

  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0

  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2 28-04-2015 READ NOTICE
Post by: BBream on April 28, 2015, 06:50:54 PM
Quote from: Latta on April 28, 2015, 11:47:58 AM
-snip

1)Maybe it is cause from designation. I have removed it when collecting. It will be fine.
2)I didn't expect it would be carried by hand. It will be fixed in next version.

Thanks for reporting.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Killaim on April 29, 2015, 01:52:14 AM
i had a weird idea.

would it be possible to make a special stockpile

then set that to be for cargo carts.

then they will exclusively dump any items (NOT) in a stockpile at that cart stockpile

then you could make a central stockpile dump area where they can then sort it out later by hand to all the other stockpiles ?

*edit*

like turn on/off if a cargo cart is allowed to put items into the stockpile ?
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on April 29, 2015, 05:08:50 AM
Quote from: Killaim on April 29, 2015, 01:52:14 AM
i had a weird idea.

would it be possible to make a special stockpile

then set that to be for cargo carts.

then they will exclusively dump any items (NOT) in a stockpile at that cart stockpile

then you could make a central stockpile dump area where they can then sort it out later by hand to all the other stockpiles ?

*edit*

like turn on/off if a cargo cart is allowed to put items into the stockpile ?

I don't know. If I add other tools like truck then delivery zone is needed and it is useful. But now it will make game is complicated
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Turtle Dude on April 29, 2015, 02:09:43 PM
I know you said you gave up on looking for the leak, but if you do look I know this might be information you already have since you are the one coding, but with the chart you posted all I can see is a step to every tick, meaning that the memory leak is caused by a loop that seems to either never stop trying (no termination point) or gets stuck. But I also have a bit time with the mod, and noticed that the leak happens when the game is paused and even when all colonists are idle (I trapped them to test this). So wouldn't that make the leak in a part of a loop that doesn't need them to cause an action to happen (such as picking up an item)?

I've by doing small tests over the time I'm able to play seeing if there is a ways to make the leak expand (nothing has), or stop (pausing the game doesn't work, neither does trapping them in a room with nothing it in to idle them all) only taking off the backpacks has actually stopped the leak.

Sorry If I'm only confusing you, or just being annoying (I've been told I can do both easily, not a good talent to have...).
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Ninefinger on April 29, 2015, 04:59:33 PM
Quote from: Turtle Dude on April 29, 2015, 02:09:43 PM
I know you said you gave up on looking for the leak, but if you do look I know this might be information you already have since you are the one coding, but with the chart you posted all I can see is a step to every tick, meaning that the memory leak is caused by a loop that seems to either never stop trying (no termination point) or gets stuck. But I also have a bit time with the mod, and noticed that the leak happens when the game is paused and even when all colonists are idle (I trapped them to test this). So wouldn't that make the leak in a part of a loop that doesn't need them to cause an action to happen (such as picking up an item)?

I've by doing small tests over the time I'm able to play seeing if there is a ways to make the leak expand (nothing has), or stop (pausing the game doesn't work, neither does trapping them in a room with nothing it in to idle them all) only taking off the backpacks has actually stopped the leak.

Sorry If I'm only confusing you, or just being annoying (I've been told I can do both easily, not a good talent to have...).

actually that is good information, making it so that pawns cancel the action there seeking there hauling orders after so many ticks if no haul-able items are within certain parameters could solve this problem, however coding this i think would take a lot of work sine you would have to set up distance parameters, and set up parameters if items are accessible, there may be a simpler hack job way of doing it so that orders get canceled and turn to idle in some other way but that is the way i would envision it. unfortunately i know absolutely jack about how to mod dll files so i cant offer any specific solutions code wise just the general idea for what i think you could do to stop the memory leaks. you just need them to be able to stop there task if certain parameters are not met.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Turtle Dude on April 29, 2015, 07:47:57 PM
Quote from: Ninefinger on April 29, 2015, 04:59:33 PM
Quote from: Turtle Dude on April 29, 2015, 02:09:43 PM
...

I've gone through the backpacks gizmo file it seems only 1 part runs on an event trigger run by the FloatMenuOption I'm wondering if hauling has an event of it's own that can be used as a trigger, which all the backpacks can do is if event is triggered, it can then check for space in backpack, and then if there is space do the rest of putting the item into memory and placing the image into the backpack slot. This would allow for a termination through the hauling event. Because it seems like there is no termination for the backpacks and it continuously tries to find the image/item for the slots in the backpack by what I can see.

I'll I can say is I hope this maybe help

I'm not a expert, I've only been messing with code for college classes for a year and a half so if possible take what I say with a grain of salt.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on April 30, 2015, 01:47:02 AM
Quote from: Turtle Dude on April 29, 2015, 07:47:57 PM
Quote from: Ninefinger on April 29, 2015, 04:59:33 PM
Quote from: Turtle Dude on April 29, 2015, 02:09:43 PM
...

I've gone through the backpacks gizmo file it seems only 1 part runs on an event trigger run by the FloatMenuOption I'm wondering if hauling has an event of it's own that can be used as a trigger, which all the backpacks can do is if event is triggered, it can then check for space in backpack, and then if there is space do the rest of putting the item into memory and placing the image into the backpack slot. This would allow for a termination through the hauling event. Because it seems like there is no termination for the backpacks and it continuously tries to find the image/item for the slots in the backpack by what I can see.

I'll I can say is I hope this maybe help

I'm not a expert, I've only been messing with code for college classes for a year and a half so if possible take what I say with a grain of salt.

Backpack don't use for storing item. It just bring from wearer's inventory. So backpack use no memory for item.
This is GUI method so it should be not ended in middle point.
Memory that can reduce is texture(image) memory. All texture I made is static and readonly so it will not make new one.  I call method named GUI.DrawTexture() for drawing and this is in Core dll method. But In Core method, I don't know how it process texture and cannot fix it. It is not my region.
For checking whether this is really my memory leak, then it should be checked:
1) Check whether other gizmo has same memory graph while drawing GUI without this mod.
This is result. Gizmo use some memory but it is collected soon. I think any gizmo has same memory usage graph.

(http://i.imgur.com/wuOUeov.png)

2) Check whether game has memory leak after playing long time without this mod.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Latta on April 30, 2015, 08:07:09 AM
I wonder what program is that graph. Maybe just one of spreadsheet program, and the data was generated by your debug method?
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on April 30, 2015, 10:14:42 AM
Quote from: Latta on April 30, 2015, 08:07:09 AM
I wonder what program is that graph. Maybe just one of spreadsheet program, and the data was generated by your debug method?

I used MS Office 2010. This is the progress the graph made.
1) Load txt file to excel
2) Filtering data
3) Draw graph

Yes, I use method named GC.GetTotalMemory() in GetGizmo().
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Turtle Dude on May 01, 2015, 12:09:32 AM
I would love to say I've been testing the code every which way to Sunday... but I don't know much of C#, It's the only other class that I'll be starting either next school semester, or later so I've been looking at the code trying to find out how to copy and past the Debug code into every place I can (If this would even work, by that I mean test the memory/results of every loop to find the leaking area) to try and get a completely grid map of every thing within your code, and then find the code from the game to place in there. Sadly no luck and with finals week only well a week away taking the time to learn it is almost null.

Sorry this isn't a helpful post I just hope any issues are fixed.

Also on a side note I'm seeming to having an issue I still get odd errors (Ones not produced without your mod active, but might be due to compatibility with another mod)

JobDriver threw exception in Tick. Pawn=Engie, Job=Hunt A=WildBoar_Corpse3354649 B=(208, 0, 188) C=(0, 0, 0) Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0


And it seems none of my guys are using the space in the backpacks anymore, this might be due to a glitch on my part but even making take them off and go grab and put them doesn't make them use it. They just seems to prefer using there hands, and not putting any items in the backpack.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on May 01, 2015, 12:49:00 AM
Quote from: Turtle Dude on May 01, 2015, 12:09:32 AM
-snip
Summary
1) Debug
2) Error from hunt jobdriver
3) Backpack

1) Debug
Ok, learning new skill is good. But it is not good idea that paste debug code in every loop. It is brutal force way so it will take long time for achieving your goal. And as I said, it might be not my leak.

2) Error from hunt jobdriver
I have checked my code but I cannot find code related to hunt.

3) Backpack
Colonist not use backpack by themself. It is only used by player. I don't have plan that colonist do haul with backpack. Backpack is for additional equipment and consumable item.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Turtle Dude on May 01, 2015, 02:27:14 AM
Quote from: BBream on May 01, 2015, 12:49:00 AM
3) Backpack
Colonist not use backpack by themself. It is only used by player. I don't have plan that colonist do haul with backpack. Backpack is for additional equipment and consumable item.

Odd because before most of the leak was fixed it seemed that they used the backpack themselves, and if they were say doing a job like building they would store items inside the backpack and take them to the crafting/building place and use them/place them there... Well that just show me you probably fixed a bug without knowing it, or that maybe that was the reason for the massive leak is that they treated the backpack similar to the cargo, I don't know but that is actually really odd now.

Another question, is the slot the backpacks use new, or old? Because I'm wondering if it might just be that the game wasn't really built to handle the inventory space in the equipment of a equipped item. Thus it would create a issue either error, or leak depending on how it's coded.

Foot note, and sadly I can't post on the bug forums due to them not accepting bugs while mods are active stating to post those bugs on the "Mods thread" which like you stated it might be an issue with the game not the code.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on May 01, 2015, 03:12:06 AM
Quote from: Turtle Dude on May 01, 2015, 02:27:14 AM
Quote from: BBream on May 01, 2015, 12:49:00 AM
3) Backpack
Colonist not use backpack by themself. It is only used by player. I don't have plan that colonist do haul with backpack. Backpack is for additional equipment and consumable item.

Odd because before most of the leak was fixed it seemed that they used the backpack themselves, and if they were say doing a job like building they would store items inside the backpack and take them to the crafting/building place and use them/place them there... Well that just show me you probably fixed a bug without knowing it, or that maybe that was the reason for the massive leak is that they treated the backpack similar to the cargo, I don't know but that is actually really odd now.

Another question, is the slot the backpacks use new, or old? Because I'm wondering if it might just be that the game wasn't really built to handle the inventory space in the equipment of a equipped item. Thus it would create a issue either error, or leak depending on how it's coded.

Foot note, I might just be doing onto the bug forums and see if Tynan might be interested in seeing if it's from his code. Since your mod might have found a future issue with the game.

I'm tired. You have a lot of suspicions with a little clue and knowledge. I have made graph and checked a lot for your suspicion.
Quote from: BBream on April 30, 2015, 01:47:02 AM
2) Check whether game has memory leak after playing long time without this mod.
After checking this and if it has no problem related to this mod, then I'll hand off this leak problem. It is free to you for finding game's leak problem but I don't have expert skill for finding it and I don't want to do it. I may answer about code but not leak without true clue.

Pawn has three data struct for items.
- ThingWithComp Equipment in Pawn_EquipmentTracker
- List<Apperal> Apperals in Pawn_ApperalTracker
- List<Thing> ThingContainer in Pawn_InventoryTracker

Backpack read data from ThingContainer and draw slot with this data. I don't have much to tell you about drawing slot but it is always draw new slot with same resource(item data, texture). I don't know why it request a lot of memory and I don't care it because it is finally collected by Garbage Collecter.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Kubouch on May 02, 2015, 07:54:45 AM
I get this (http://i.imgur.com/ThFrI89.jpg) error when using with Pawn state icons. When I disable PSI, no errors. I don't even have to uninstall it, it is enough to disable it by pressing F11.

Otherwise your mod seems to be working fine even with the error, although sometimes a hauler will haul stuff manually instead of using cargo. When I delete the stockpile and create a new one he starts using the cargo again.

Last thing: the mod is awesome! Really reduces the annoying hauling job overhead.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on May 02, 2015, 08:38:15 AM
Quote from: Kubouch on May 02, 2015, 07:54:45 AM
I get this (http://i.imgur.com/ThFrI89.jpg) error when using with Pawn state icons. When I disable PSI, no errors. I don't even have to uninstall it, it is enough to disable it by pressing F11.

Otherwise your mod seems to be working fine even with the error, although sometimes a hauler will haul stuff manually instead of using cargo. When I delete the stockpile and create a new one he starts using the cargo again.

Last thing: the mod is awesome! Really reduces the annoying hauling job overhead.

This error is just my mod problem not PSI.
I hope I can fix this error. The error just interrupt colonist's job not break game.
Tynan's answer about this error - https://ludeon.com/forums/index.php?topic=12449.0
But I will try to avoid error message. Thanks for reporting. It is useful.

Hmm... I have heard second problem from bug reporting. Ok, I'll check this problem.

And I'm glad you to enjoy game with this mod.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Killaim on May 21, 2015, 08:20:11 AM
this mod has such potential.

it should definently continue its work on  optimizing.

id even be completely happy with just a 2 slot cargo instead of a 6 slot if that would help with the issues (double haul ? AWESOME)

id also suggest adding a on/off switch on storage piles to say if you allow a cargo to deliver goods to it.

this way you can single out what you want the cargo to work on. (say you just want to focus on collecting rocks) only turn on the rock stockpile cargo use.

would lessen the springing back and forth between stockpiles
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Turtle Dude on May 26, 2015, 02:59:25 PM
Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

This bug is caused my game code, or a very small but very hard to located issue that was brought up before. If you forbid all Cargo's your people will go to work like normal, but if one is left allowed to be used they will idle due to this bug.

I forgot which one it was, but either saving and reloading, or restarting your client fixes this issue, allowing them to continue using the Cargo's.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: nmid on June 12, 2015, 05:08:52 AM
This is an interesting mod, just need to check if it works with the overhaul mod pack.
I see ninefingers has posted here and there are also some posts about some problems coming up... so guess I'll proceed carefully.

Thanks though, great idea for a standalone mod!
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: xiongyiwen on June 14, 2015, 01:26:07 AM
A11??
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: falcongrey on June 20, 2015, 08:42:54 PM
Hoping soon. This is SUCH a useful mod.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: LustrousWolf on June 24, 2015, 10:10:35 AM
A11 ? And would be useful if you could take off the cargo from a colonist, looks a bit strange if it is stuck to them for the rest of the game >_<
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Goldsmyths on June 24, 2015, 12:13:12 PM
Any idea how to summon Tynan here and get him to add this to core?
Hauling is a nightmare in Ice Sheet.
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: falcongrey on June 24, 2015, 04:53:49 PM
Quote from: Goldsmyths on June 24, 2015, 12:13:12 PM
Any idea how to summon Tynan here and get him to add this to core?
Hauling is a nightmare in Ice Sheet.

I'm sure he already saw this mod before. He is very observant of the released mods I've noticed.
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: Truthowl on June 27, 2015, 11:44:22 AM
@BBream thanks for making this mod. It's one of my favorites.
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: falcongrey on June 28, 2015, 02:11:20 AM
I haven't tried this mod with v11 yet. Has anyone tried it to find success or issues?
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: ROD on June 28, 2015, 05:40:06 AM
Quote from: falcongrey on June 28, 2015, 02:11:20 AM
I haven't tried this mod with v11 yet. Has anyone tried it to find success or issues?

Just did. The game didn't even started after selected the mod.
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: falcongrey on June 29, 2015, 02:10:50 AM
Quote from: ROD on June 28, 2015, 05:40:06 AM
Quote from: falcongrey on June 28, 2015, 02:11:20 AM
I haven't tried this mod with v11 yet. Has anyone tried it to find success or issues?

Just did. The game didn't even started after selected the mod.

Thanks. :) Was just about to try it and checking for any possible updates. Will continue without for now, sadly.
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on July 03, 2015, 07:15:34 PM
On working for version up
-TodoList
  Convert A10 to A11
  Fix converting bug
  Fix big problem with cargo(read quote)

Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: nmid on July 03, 2015, 09:01:16 PM
awesome..

I think ninefinger mentioned something about the mod taking a lot of system resources or leaking memory problems? Not sure...
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on July 04, 2015, 12:09:21 AM
Quote from: nmid on July 03, 2015, 09:01:16 PM
awesome..

I think ninefinger mentioned something about the mod taking a lot of system resources or leaking memory problems? Not sure...

I try to find this problem but I cannot find it. @TurtleDude give a lot of clue to me and I tested whether it has leaking memory but it didn't have problem about that. I think it's OK.
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: nmid on July 04, 2015, 01:22:12 AM
Awesome. That's all I wanted, that you checked and found nothing wrong/took care of it.
I'll add this mod when it's released... do let us know if we can add it to a running game.
Cheers.
Title: Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: BBream on July 05, 2015, 05:45:49 AM
Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

I saw similar bug reports before. However I followed this step and I could not replay this bug. This bug is very tricky and I can't tell you it has been fixed.  :'(   
Title: Re: [A10] Tools for haul. Backpack and cargo V1.2a 29-04-2015 READ NOTICE
Post by: falcongrey on July 05, 2015, 01:18:33 PM
Quote from: BBream on July 03, 2015, 07:15:34 PM
On working for version up
-TodoList
  Convert A10 to A11
  Fix converting bug
  Fix big problem with cargo(read quote)

Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

I have yet to really see this error happen. I DID once see it kick up. This was when I had made more than 1 hauler. After I destroyed all but one of the haulers then by saving, exiting the game, starting the game again, and then reloading solved it. If I only made 1 hauler this issue never popped up.

Could it be something to do with how the core game is caching the job and then how the mod reserves the hauler? Could something be causing it to be unable to see the difference between the different haulers?

Really hoping this mod is updated soon (issue or no-issue). I miss having at least 1 hauler in the game. :D
Title: Re: [A11] Tools for haul. Backpack and cart V1.3 06-07-2015
Post by: BBream on July 06, 2015, 10:33:16 AM
Quote from: Canute on July 06, 2015, 07:03:14 AM
Is the current mod ready for A11b ?
Does it need to create a new world/colony ?

I just add the mod to the Hardcore SK Global modpack 1.8 at the end of the Mod-list. And load my colony.
All the pawn who should do some hauling by their own just do nothing.
Without the mod do the hauling by themself.

A11b? Oh, I didn't know that. It is for A11. I should check it but not now. I'll upload A11b soon.
You don't have to restart. maybe
Title: Re: [A11] Tools for haul. Backpack and cart V1.3 06-07-2015
Post by: Goldsmyths on July 06, 2015, 12:02:07 PM
Tried the cart, works like a charm at clearing rock chunks from mining a mountain bunker. A real game changer IMO. Great job, and hope tynan get's this in vanilla.
Now I just need an explanation on how to make sure that the colonist will always wear the cart when they are going hauling, since there's like a 50-50 chance my colonist would auto use it.
Do I have to place a parking spot on the front door to make sure they wear it when going out?
Title: Re: [A11] Tools for haul. Backpack and cart V1.3 06-07-2015
Post by: BBream on July 06, 2015, 04:01:12 PM
Quote from: Goldsmyths on July 06, 2015, 12:02:07 PM
Tried the cart, works like a charm at clearing rock chunks from mining a mountain bunker. A real game changer IMO. Great job, and hope tynan get's this in vanilla.
Now I just need an explanation on how to make sure that the colonist will always wear the cart when they are going hauling, since there's like a 50-50 chance my colonist would auto use it.
Do I have to place a parking spot on the front door to make sure they wear it when going out?

Colonist always try to use cart if cart is available. It is not related to place a parking spot so you need to make some more carts.
Title: Re: [A11] Tools for haul. Backpack and cart V1.3 06-07-2015
Post by: falcongrey on July 06, 2015, 08:35:38 PM
Of course now that I mentioned I have never REALLY seen this 'stand and do nothing' bug... I run into it. -//-

But then, you did mention it is ready for A11 and I am running A11b.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: BBream on July 06, 2015, 09:11:36 PM
I uploaded the mod for A11b.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Truthowl on July 07, 2015, 12:18:37 AM
woohooo thank you BBream
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: nmid on July 07, 2015, 04:04:43 AM

- V1.3a    https://www.dropbox.com/s/y4c85klxqin803c/ToolsForHaulV1.3a.zip?dl=0
- V1.2a  https://www.dropbox.com/s/w8w17g1bciyxxnt/ToolsForHaulV1.2a.zip?dl=0

--------------

Can you please tell us which version is for A11?
I haven't moved to A11b and I want to use this in one of my A11 colonies.

Also, can I use this in my existing colony?
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: BBream on July 07, 2015, 05:24:04 AM
Quote from: nmid on July 07, 2015, 04:04:43 AM

- V1.3a    https://www.dropbox.com/s/y4c85klxqin803c/ToolsForHaulV1.3a.zip?dl=0
- V1.2a  https://www.dropbox.com/s/w8w17g1bciyxxnt/ToolsForHaulV1.2a.zip?dl=0

--------------

Can you please tell us which version is for A11?
I haven't moved to A11b and I want to use this in one of my A11 colonies.

Also, can I use this in my existing colony?

I have writen version. You should use Version 1.3 for A11.
You can use in your existing colony.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: nmid on July 07, 2015, 01:15:46 PM
Quote from: BBream on July 07, 2015, 05:24:04 AM
I have writen version. You should use Version 1.3 for A11.
You can use in your existing colony.

ty :)
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: hairlessOrphan on July 07, 2015, 01:19:16 PM
Is there any way to tell a pawn to never unmount a cart automatically? It would be nice to have dedicated carts for my dedicated haulers, and to not have soldiers on a cart when a raid starts.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: hairlessOrphan on July 07, 2015, 02:48:39 PM
Quote from: Canute on July 07, 2015, 02:33:34 PM
Just a question do you goto bed with your car/bike too ? .-)

My bike sits in my bedroom, yes.

Maybe a better solution is to assign a cart to a pawn permanently, and then having pawn AI code to decide when to dock/undock, where to store it, etc... However, from a programming standpoint, that's a lot more work than just permanently docking it, where the only gain would be carts not sitting next to the bed at naptime.

Yes, I actually thought about this.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Tom on July 07, 2015, 05:17:05 PM
Quote from: hairlessOrphan on July 07, 2015, 01:19:16 PM
Is there any way to tell a pawn to never unmount a cart automatically? It would be nice to have dedicated carts for my dedicated haulers, and to not have soldiers on a cart when a raid starts.

Funny you should mention that. I have what i suspect is a mod conflict at the moment (only other mods installed are EdB UI and Prepare Carefully) but have yet to get round to checking that, where my colonists never put the carts away after hauling. They eat with them take them to bed and to begin with I even had one of them towing 2 carts until i told him to drop one.

I have set up dedicated storage points for them too they are just not being used.
Will report back with any more details once i have some carts in a game with just this mod.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: hairlessOrphan on July 07, 2015, 09:52:26 PM
Bug report:

Haulers with carts will go lock up (go into idle standing state) if they want to haul to a stockpile they can't path to (for ex: if a door is forbidden), even if there is an alternate stockpile of lower priority that they can access.

Haulers without carts will properly haul to the lower priority accessible stockpile.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: BBream on July 08, 2015, 01:49:42 AM
Quote from: hairlessOrphan on July 07, 2015, 02:48:39 PM
Quote from: Canute on July 07, 2015, 02:33:34 PM
Just a question do you goto bed with your car/bike too ? .-)

My bike sits in my bedroom, yes.

Maybe a better solution is to assign a cart to a pawn permanently, and then having pawn AI code to decide when to dock/undock, where to store it, etc... However, from a programming standpoint, that's a lot more work than just permanently docking it, where the only gain would be carts not sitting next to the bed at naptime.

Yes, I actually thought about this.

Hahaha, you have no mercy for colonist. It looks strange if you see the colonist who always pull a cart permanently.

I need to think about assigning a cart to pawn can be implemented but before I start it, you can test this version
Dropbox:
Tools For Haul mod V1.3a For Test - https://www.dropbox.com/s/xrjpmp1u2q6bhbp/ToolsForHauV1.3aForTest.zip?dl=0

This version can assign destination zone and source zone. I bring this idea from the Dwarf Fortress.
If it is not assigned both of zone then it will have same behavior.
- Destination zone
Cart will use in destination zone if you assign this zone; Loading to the zone and Loading from the zone. It looks miss spelling because this cart is not always same destination.
- Source zone
Cart's haulables are restricted in source zone. Hauler with this cart will always find haulables within source zone.

If it is good enough to control cart, I want to remove storage setting in cart. I think it require a lot of micro-control and make user complicate.

And I will prepare to make function for assigning a cart to pawn. I don't know it is useful and looks natural but it is worth to test.

Also, I will check bug report
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: hairlessOrphan on July 08, 2015, 11:46:33 PM
Quote from: BBream on July 08, 2015, 01:49:42 AM
Hahaha, you have no mercy for colonist. It looks strange if you see the colonist who always pull a cart permanently.

Mercy is for the weak colonists.

No, actually, I'm using it with the logistics droids in Enhanced Defense, and they leave the carts all over the map, wherever they are, whenever they're done hauling. Even if I have Cart storage zones setup. It makes this mod unfortunately unusable for me, because the carts end up in far corners, or in my incineration room, or I don't even know where. At one point I'd made something like 40 carts because I could only find one inside my base, and I thought they all kept decaying or something. Later on I found 30 of them scattered around the map, hidden in trees and stuff.

I think it's because they're mounted and wandering, and then when they get a cleaning job or recharging job, they drop the cart wherever they are.

The zoning won't help with this particular issue. I use my logistics droids to haul corpses. I like cleaning up the map. After a radiation event, I have decaying animal corpses littering the map, and I want to put all the corpses in a pile and burn them. But I don't want to burn the carts.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: «Temple» on August 28, 2015, 12:27:23 AM
I use this mod for the backpacks...
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Jim2M on August 30, 2015, 10:52:22 AM
Hi, BBream.
I loved this mod in Alpha11d.
Now I've upgraded to Alpha12c, and I really miss this mod.

I totally agree with the idea that this should become vanilla!

If your real life will allow, please update this mod for A12.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Too-DAMN-Much on August 30, 2015, 12:41:28 PM
sounds like a most useful mod. :D
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Lady Wolf on August 30, 2015, 06:48:05 PM
I'm really hoping to see this mod updated for A12D, being able to equip colonists with both a range and melee weapon is a huge asset in combat.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: samurai999 on September 01, 2015, 05:39:05 AM
waiting for upgrate to A12.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Tekuromoto on September 02, 2015, 11:20:23 AM
Quote from: Lady Wolf on August 30, 2015, 06:48:05 PM
I'm really hoping to see this mod updated for A12D, being able to equip colonists with both a range and melee weapon is a huge asset in combat.

Ditto. I'd be happy just to be able to carry one extra item to toggle to in need.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: «Temple» on September 02, 2015, 09:36:31 PM
I like this mod, snipers with assault rifles and if mech attack I use with anti tank weapons...
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: Lady Wolf on September 02, 2015, 09:42:28 PM
It'd be nice to see a secondary inventory slot (or backpacks) added into the vanilla game in some update.
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: samurai999 on September 07, 2015, 05:02:45 AM
There is no update yet.555555555555
Title: Re: [A11b] Tools for haul. Backpack and cart V1.3a 07-07-2015
Post by: deadlydullahan on September 11, 2015, 12:14:48 AM
Any word on a potential update?
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: BBream on September 12, 2015, 09:54:54 AM
Hello, everyone. It has been updated for A12d. But it has no new contents and sorry for that.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: notfood on September 12, 2015, 10:46:53 AM
Thank you for updating. This is such a must have mod for me to have.

I have a single gripe that happens continuously, I keep losing my carts and I can't find them. It'd be cool if colonists put their carts in the carts stockpile after they are done with it. Right now they drop it wherever and trying to find it is really hard.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: BBream on September 12, 2015, 11:51:27 AM
Quote from: notfood on September 12, 2015, 10:46:53 AM
Thank you for updating. This is such a must have mod for me to have.

I have a single gripe that happens continuously, I keep losing my carts and I can't find them. It'd be cool if colonists put their carts in the carts stockpile after they are done with it. Right now they drop it wherever and trying to find it is really hard.

I have checked it and it has been placed in stockpile that checked Vehicle-Cart in storage setting.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Ninefinger on September 12, 2015, 01:05:59 PM
Thanks for updating this BBream. :)
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Lady Wolf on September 12, 2015, 03:02:20 PM
Thanks for the update, this is one of my favorite mods! (Being able to use the backpack to equip both ranged and melee weapons on colonists can be a real life saver, as well as giving colonists with rocket launchers and other AOE weapons the ability to carry a basic gun for use after expending the one shot payload.)
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Pokk720 on September 12, 2015, 05:07:26 PM
Very nice mod but I'm getting a bug where if I try to drop things out of the backpack they disappear completely. The only way I can get items out now is if I drop the whole backpack. Is anyone else running into the same issue?
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: pigman999999999 on September 12, 2015, 06:07:41 PM
looks a bit derpy but ill give it  a try the art work is derpy not the mod. and can it  work on ongoing games?
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Kulverstukass on September 12, 2015, 06:42:51 PM
Quote from: pigman999999999 on September 12, 2015, 06:07:41 PM
and can it  work on ongoing games?
Yes, I've added it to existed save with some other mods, works just fine.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Lady Wolf on September 12, 2015, 06:59:21 PM
Quote from: Pokk720 on September 12, 2015, 05:07:26 PM
Very nice mod but I'm getting a bug where if I try to drop things out of the backpack they disappear completely. The only way I can get items out now is if I drop the whole backpack. Is anyone else running into the same issue?

Yep, I ran into that too, fortunately there's an easy work around.

Click on the gear tab of the character in question, and from within that tab select the item you want to drop, right click on it and choose "drop" it will appear on the ground like normal.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: samurai999 on September 12, 2015, 09:51:19 PM
Oh yeah,I love this mod.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: skyarkhangel on September 13, 2015, 01:25:33 AM
BBream, please do auto interaction with backpack, like it realized with carts.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: pigman999999999 on September 17, 2015, 08:26:17 AM
Quote from: Kulverstukass on September 12, 2015, 06:42:51 PM
Quote from: pigman999999999 on September 12, 2015, 06:07:41 PM
and can it  work on ongoing games?
Yes, I've added it to existed save with some other mods, works just fine.
thanks for the info but like it maters i have 1-5 mods waiting for a new game growing by day but thanks i maen i cant find witch is good on ongoing games case the names are wearid
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Tekuromoto on September 17, 2015, 09:16:54 PM
Quote from: notfood on September 12, 2015, 10:46:53 AM
I have a single gripe that happens continuously, I keep losing my carts and I can't find them. It'd be cool if colonists put their carts in the carts stockpile after they are done with it. Right now they drop it wherever and trying to find it is really hard.
I'm having this problem too. I have a 3x3 stockpile outside the front door to the underground base and it's set to accept one thing: carts. The hauler instead leaves the thing any old place when he's done with it. Any thoughts?

Also, is there a way to have a pawn automatically use the cart day after day? It wouldn't be so bad that they leave it wherever they feel like it if you didn't need to find it again the next day and tell them to use it.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: rsdworker on September 18, 2015, 04:33:58 PM
i love it - its makes lovely mod

stretchers would help alot to move around example dead bodies to morgue room or injured to Hosptial or moving disabled pawn around the base while waiting for operation
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Cardbo on September 18, 2015, 10:25:15 PM
Not sure what's happening, but I've got the cart and backpack equipped on several colonist.  However, it seems like they won't use them.  Even if a colonist has a cart attached him, he won't put anything in it, or a backpack for that matter, and will just carry stuff in his hands.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: Beathrus on September 20, 2015, 01:51:00 PM
Quote from: Cardbo on September 18, 2015, 10:25:15 PM
Not sure what's happening, but I've got the cart and backpack equipped on several colonist.  However, it seems like they won't use them.  Even if a colonist has a cart attached him, he won't put anything in it, or a backpack for that matter, and will just carry stuff in his hands.

Click the Colonist and then right click the cart and select 'Prioritize hauling with Tool cart'

Edit: For the backpack, you have to select colonist and then like, select an option and click drag what you want them to haul in it.

Also, can we get an option for the cart that reads 'Empty Tool Cart', so whatever is it in, the Colonist will haul the items inside to their respective locations before stop using the cart? I've had my Colonist haul a cart with food to my Gear storage and its sorta annoying. x.x
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: BBream on September 22, 2015, 01:58:32 AM
Sorry for late reply. I'll check what problem is.
TODO list:
- bug that  if user try to drop things out of the backpack they disappear completely
- Auto interaction with backpack
- Bug that cart sometimes don't be used. Not surly fixed
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: BBream on September 23, 2015, 07:12:21 AM
Quote from: Tekuromoto on September 17, 2015, 09:16:54 PM
Quote from: notfood on September 12, 2015, 10:46:53 AM
I have a single gripe that happens continuously, I keep losing my carts and I can't find them. It'd be cool if colonists put their carts in the carts stockpile after they are done with it. Right now they drop it wherever and trying to find it is really hard.
I'm having this problem too. I have a 3x3 stockpile outside the front door to the underground base and it's set to accept one thing: carts. The hauler instead leaves the thing any old place when he's done with it. Any thoughts?

Also, is there a way to have a pawn automatically use the cart day after day? It wouldn't be so bad that they leave it wherever they feel like it if you didn't need to find it again the next day and tell them to use it.

You are right but I have no better logic for this.
This is hauling with cart logic.

Haul job logic
1.Check cart is empty and if not empty, drop in stockpile.
2.Collect item and drop it.
3.If No haul job, then cart will be placed in where it should be placed.

So if colonist go sleep before ending haul job, then cart would be placed anywhere.
But if I made logic like this, this will make job inefficiently because everytime one job is ended they should place cart to specific place.

Haul job logic
1.Check cart is empty and if not empty, drop in stockpile.
2.Collect item and drop it. After that, place cart where it should be placed.
3.If No haul job, do not anything.

btw, I don't know why you find cart by yourself. Even if it has bug I'm still finding you don't need to setup cart to colonist.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: BBream on September 23, 2015, 07:17:45 AM
Quote from: Beathrus on September 20, 2015, 01:51:00 PM
Quote from: Cardbo on September 18, 2015, 10:25:15 PM
Not sure what's happening, but I've got the cart and backpack equipped on several colonist.  However, it seems like they won't use them.  Even if a colonist has a cart attached him, he won't put anything in it, or a backpack for that matter, and will just carry stuff in his hands.

Click the Colonist and then right click the cart and select 'Prioritize hauling with Tool cart'

Edit: For the backpack, you have to select colonist and then like, select an option and click drag what you want them to haul in it.

Also, can we get an option for the cart that reads 'Empty Tool Cart', so whatever is it in, the Colonist will haul the items inside to their respective locations before stop using the cart? I've had my Colonist haul a cart with food to my Gear storage and its sorta annoying. x.x

it looks strange... Because before colonist start haul with cart, they always check whether cart is empty. but you told cart is not empty. Please tell me more about this.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: BBream on September 26, 2015, 02:32:04 PM
V1.4a is uploaded

Change Log
  V1.4a
  - Backpack droping bug is fixed. It was made disappeared equipment that try to drop.
  - Backpack is now used for hauling. Priority of using tool is Backpack - Cart - Hand.
    Before they start hauling with backpack, they will remember backpack's item that already put in and won't drop it.
 
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: notfood on September 26, 2015, 03:51:52 PM
Using latest.

It appears they are trying to haul forbidden things and they freeze with this error:Exception in SetupToils (pawn=Pawn, hob=HaulWithBackpack C=Apparel_Backpack55953): System.InvalidOperationException: Operation not valid due to the current state of the object.
Pawn started 10 jobs in one tick. thinkResult=(job=HaulWithBackpack C=Apparel_Backpack55953 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=


Happens as soon as I land and equip a backpack, lay a stockpile and everything is forbidden.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: BBream on September 26, 2015, 04:46:46 PM
Quote from: notfood on September 26, 2015, 03:51:52 PM
Using latest.

It appears they are trying to haul forbidden things and they freeze with this error:Exception in SetupToils (pawn=Pawn, hob=HaulWithBackpack C=Apparel_Backpack55953): System.InvalidOperationException: Operation not valid due to the current state of the object.
Pawn started 10 jobs in one tick. thinkResult=(job=HaulWithBackpack C=Apparel_Backpack55953 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=


Happens as soon as I land and equip a backpack, lay a stockpile and everything is forbidden.

Bug is fixed in V1.4b. Thanks for fast report.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: falcongrey on September 26, 2015, 05:19:12 PM
Quote from: notfood on September 12, 2015, 10:46:53 AM
Thank you for updating. This is such a must have mod for me to have.

I have a single gripe that happens continuously, I keep losing my carts and I can't find them. It'd be cool if colonists put their carts in the carts stockpile after they are done with it. Right now they drop it wherever and trying to find it is really hard.

Having the same issue. They drop it in the stock pile, in the halls, in the wilderness (lost for good here until they find it themselves), in the lion dens... (cats, gotta love that mod), in the lava... (ok... getting carried away with it.. though volcanic crash sites would be AWESOME!)
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4 12-09-2015
Post by: BBream on September 26, 2015, 05:29:01 PM
Quote from: falcongrey on September 26, 2015, 05:19:12 PM
-snip
Quote from: BBream on September 23, 2015, 07:12:21 AM
Quote from: Tekuromoto on September 17, 2015, 09:16:54 PM
Quote from: notfood on September 12, 2015, 10:46:53 AM
I have a single gripe that happens continuously, I keep losing my carts and I can't find them. It'd be cool if colonists put their carts in the carts stockpile after they are done with it. Right now they drop it wherever and trying to find it is really hard.
I'm having this problem too. I have a 3x3 stockpile outside the front door to the underground base and it's set to accept one thing: carts. The hauler instead leaves the thing any old place when he's done with it. Any thoughts?

Also, is there a way to have a pawn automatically use the cart day after day? It wouldn't be so bad that they leave it wherever they feel like it if you didn't need to find it again the next day and tell them to use it.

You are right but I have no better logic for this.
This is hauling with cart logic.

Haul job logic
1.Check cart is empty and if not empty, drop in stockpile.
2.Collect item and drop it.
3.If No haul job, then cart will be placed in where it should be placed.

So if colonist go sleep before ending haul job, then cart would be placed anywhere.
But if I made logic like this, this will make job inefficiently because everytime one job is ended they should place cart to specific place.

Haul job logic
1.Check cart is empty and if not empty, drop in stockpile.
2.Collect item and drop it. After that, place cart where it should be placed.
3.If No haul job, do not anything.

btw, I don't know why you find cart by yourself. Even if it has bug I'm still finding you don't need to setup cart to colonist.


As I said, I didn't fix it and I have no good idea for solving this problem. But I think someone want to solve this problem. Give me time to think or tell me some idea for me.

Edit: Well... I didn't know a lot of place are dangerous. lion dens and lava? why do they pull the cart? How silly colonist!

So the problem is:
1) Cart is placed in dangerous location.
2) Cart is placed in location where player cannot find.

I can understand 1) is problem but 2) isn't problem I think. So I'll modify the logic check placement is dangerous.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: falcongrey on September 26, 2015, 06:54:50 PM
I have an idea for the logic. Something like this:

1.Check cart is empty and if not empty, drop in stockpile.
2.Collect item and drop it. After that, check to see if area is 'home' area and if not, return to home area to place cart where it should be placed.
3.If No haul job, do not anything.

Logic like this would place the carts in an easier to find location AND insure it is in an area the pawns are not attacked from the animals or other hostile things. The lava was a sort of carried away joke though. We don't have volcanic bioms yet. :P  But yes, the pawns are silly things and tend to haul out the blocks and junk, then suddenly drop the cart and run off to eat or sleep or play with the joy toys. If there was some way to check to see it they are in the home area at least, then they would drop the cart in a safe area and it would be easier to locate.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: BBream on September 26, 2015, 09:23:36 PM
Quote from: falcongrey on September 26, 2015, 06:54:50 PM
I have an idea for the logic. Something like this:

1.Check cart is empty and if not empty, drop in stockpile.
2.Collect item and drop it. After that, check to see if area is 'home' area and if not, return to home area to place cart where it should be placed.
3.If No haul job, do not anything.

Logic like this would place the carts in an easier to find location AND insure it is in an area the pawns are not attacked from the animals or other hostile things. The lava was a sort of carried away joke though. We don't have volcanic bioms yet. :P  But yes, the pawns are silly things and tend to haul out the blocks and junk, then suddenly drop the cart and run off to eat or sleep or play with the joy toys. If there was some way to check to see it they are in the home area at least, then they would drop the cart in a safe area and it would be easier to locate.

OK, it looks reasonable trade-off. I'll modify logic in V1.4b.

Edit: I have changed logic in V1.4b. At least you could find cart in home area.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: Zioko on September 26, 2015, 10:01:37 PM
Hey, uh, just a little question, bug, whatever you'd prefer to call it.

I started a colony on the basis it would be somewhat planned for, just for fun- as in, a team of people chosen in "Prepare Carefully", blahblahblah. Anyways, I gave each of them a backpack, a meal inside of it, and an item based on their job. (Pick for the miner, meds for the doctor, etc.) So, when I attempted to tell my miner to drop his pick on the ground, it disappeared. Poof. Gone. I tried this with every item I had stored for each of my pawns, and they simply disappeared- so I know it was not a mod error. Do I need to tell them to drop items in a stockpile, or...?
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4a 27-09-2015
Post by: BBream on September 26, 2015, 11:39:23 PM
Quote from: Zioko on September 26, 2015, 10:01:37 PM
-snip

Are you using mod version V1.4a? I fixed it in V1.4a. If you are using it, tell me more detail about it.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: BBream on September 29, 2015, 06:54:22 AM
(http://i.imgur.com/zgxRrlQ.png)

(http://i.imgur.com/RPXT1TE.png)

I'm making saddle and animal interaction with tools. Let me explain about saddle. Saddle can be mounted in animal's back and you can make it smith table. Human can board on Animal has saddle like riding horse. Rider would attack if enemy is close enough.
Unfortunally, It has still some bad bug related to interaction and I'm fixing it. I hope I can release V1.5 ASAP.
And I have plan for making vehicle like carriage that can interact with animal and colonist. If you have any idea for saddle or vehicle, please tell me about it.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: skyarkhangel on September 29, 2015, 07:12:43 AM
haha great! :)
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: rsdworker on September 29, 2015, 12:10:20 PM
i love it also could make stretcher - simllar to cart but only accepts injured people or dead people on it
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: BetaSpectre on September 29, 2015, 05:53:24 PM
I'd love to see animals following colonists, then these animals having carts attached to them xD!
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: Hague on September 30, 2015, 02:37:59 AM
I can say for certain that if you manage to implement this, you can potentially add all sorts of vehicular "animals" in the game that behave like the drones/droids in other mods.

Regarding the carts, can you make a cart that makes the using pawn move faster? Something like a scooter/ORV/or Segway-style vehicle? The cart is fueled by an internal RTG that needs uranium and will slowly deteriorate to 0% over time, losing efficiency as the power-source dies. Maybe add two recipes to craft it: one that's the base to build and a second to take an existing auto-cart and replace its fuel-cell. If the pawn has a mental break while using it, they might crash and get injured (This is why you shouldn't let dementia patients drive) What do you think?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: BBream on September 30, 2015, 03:31:40 PM
V1.5a is released. I'm very happy to kill 5 big bug!

  Change Log
  V1.5a
  - 5 bugs are fixed. See this. https://github.com/BBream/ToolsForHaul/issues?q=is%3Aissue+is%3Aclosed
  - Animals can haul item depending on their body size. For example, muffalo has 2.0 body size and factor is 4.
  So, muffalo can haul 8 items. You can see body size in information window.(Carring capacity)
 
  V1.5
  - Cart and saddle can be mounted in animal's back. For this, Animal should be trained for 'Obeidence' and bigger than human.(baseBodySize >= 1.0)
  This is list of animal can mount cart and saddle:
    Warg, Husky, LabradorRetriever, Elk, Thrumbo, Boomalope, Muffalo, Rhinoceros, Dromedary, Elephant, Cow, Alpaca.
  - Cart has been nerfed. Maximum items humanlike can haul with cart is changed from 6 items or 600 stacks to 3 items or 300 stacks.
  Instead, Maximum items animal can haul with cart is 6 items or 600 stacks.
  - Saddle is added. Saddle can be mounted in animal's back. Human can board on Animal has saddle like riding horse.
  Rider would attack if enemy is close enough.
  - 'Drop All' button is added in Cart's Gear inspector tab.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: BBream on September 30, 2015, 03:40:13 PM
Quote from: Hague on September 30, 2015, 02:37:59 AM
I can say for certain that if you manage to implement this, you can potentially add all sorts of vehicular "animals" in the game that behave like the drones/droids in other mods.

Regarding the carts, can you make a cart that makes the using pawn move faster? Something like a scooter/ORV/or Segway-style vehicle? The cart is fueled by an internal RTG that needs uranium and will slowly deteriorate to 0% over time, losing efficiency as the power-source dies. Maybe add two recipes to craft it: one that's the base to build and a second to take an existing auto-cart and replace its fuel-cell. If the pawn has a mental break while using it, they might crash and get injured (This is why you shouldn't let dementia patients drive) What do you think?
I think this is good idea and especially scooter. I have plan for this but before we discuss about it you have to use saddle. It is core item for making vehicle. Please play this lastest mod and lets discuss more.

Quote from: rsdworker on September 29, 2015, 12:10:20 PM
i love it also could make stretcher - simllar to cart but only accepts injured people or dead people on it

I think stretcher has not merit because colonist can haul patient by hand. So stretcher need more feature than cart can just haul. For example, portable medical bed .

I would think about it. Thanks both and please enjoy rimworld!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: Wivex on September 30, 2015, 03:41:40 PM
... Just when i wanted to modify your mod to make carts mountable by animals. Good job.
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: NoImageAvailable on September 30, 2015, 04:03:19 PM
Quote from: BBream on September 29, 2015, 06:54:22 AM
If you have any idea for saddle or vehicle, please tell me about it.

A simple truck would be nice, you can load a lot of item stacks in the back and it moves fast but it consumes fuel (maybe Fallout style nuclear fission powered cars?)

Then of course there are things like this (https://upload.wikimedia.org/wikipedia/commons/b/b0/2008_Moscow_May_Parade_Rehearsal_-_BMP-3.JPG) ::)
Title: Re: [A12d] Tools for haul. Backpack and cart V1.4b 27-09-2015
Post by: BBream on September 30, 2015, 04:09:26 PM
Quote from: NoImageAvailable on September 30, 2015, 04:03:19 PM
Quote from: BBream on September 29, 2015, 06:54:22 AM
If you have any idea for saddle or vehicle, please tell me about it.

A simple truck would be nice, you can load a lot of item stacks in the back and it moves fast but it consumes fuel (maybe Fallout style nuclear fission powered cars?)

Then of course there are things like this (https://upload.wikimedia.org/wikipedia/commons/b/b0/2008_Moscow_May_Parade_Rehearsal_-_BMP-3.JPG) ::)

I'd like to make other tools. I saw cart too much time. Other present vehicle is good! But carriage is first. Thanks.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: Herc18 on October 01, 2015, 01:17:41 AM
So what are the benefits to riding the animals? Do they move faster then the colonists do on foot? Animals block the rider from being shot? Just curious to the purpose, love them regardless 😍
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: BBream on October 01, 2015, 01:34:59 AM
Quote from: Herc18 on October 01, 2015, 01:17:41 AM
So what are the benefits to riding the animals? Do they move faster then the colonists do on foot? Animals block the rider from being shot? Just curious to the purpose, love them regardless

Main benefit is that they can shoot while moving like mongolia horse archer.
Thirty arrow - Horse archer Show (https://youtu.be/POe6BH8FSyc?t=55s)

But they move slower than walk on foot because animal typically slower than human.
So I think it need to be improved something. For example, adding storage like backpack so rider can swap weapon... Or kidnap enemy like cowboy by using rope. Please give me some idea.

Also I have plan for new vehicle like scooter so rider can move faster.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: Herc18 on October 03, 2015, 12:17:50 AM
That's awesome! Can the new update be added to a save game? Or does it require new colony?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: BBream on October 03, 2015, 06:05:28 AM
Quote from: Herc18 on October 03, 2015, 12:17:50 AM
That's awesome! Can the new update be added to a save game? Or does it require new colony?

I don't test it can be but I think it is fine because I didn't change many thing. I think if you engage in black screen then disable all of pawns haul work and save game. Then it might be continued.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: skullywag on October 03, 2015, 07:48:44 PM
BBream i seem to have colonists with 100s of steel and stuff in their backpacks, they never seem to drop all their stuff, known bug?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: BBream on October 03, 2015, 08:41:38 PM
Quote from: skullywag on October 03, 2015, 07:48:44 PM
BBream i seem to have colonists with 100s of steel and stuff in their backpacks, they never seem to drop all their stuff, known bug?

Not really. I'll check it, thanks.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: bullet on October 04, 2015, 08:10:05 AM
I think it's because backpack used now for hauling but without verification for WorkGiverDefs or something like that. So when colonists trying crafting\ get meat for training animals\ change outfit etc.  all items going  forever into backpack until it is filled...
I have not tested and I have no experience in the creation of mods, but I think almost guessed the reason)
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: MindALot on October 06, 2015, 11:12:16 AM
Anyone have a list of what mods this mod is/isn't compatible with?  I tried to patch an existing save file to the latest, and it blew up badly - but even without loading the save file, just loading rimworld resulted in many error messages.  There was a patched version that worked with the overhaul mod - but maybe those changes were made by the modpack maintainer. 

I really like the idea of this mod (backpacks, carts) - but the version I'm currently running is just so bugged I have to manually control the peeps to use the carts, and then lock the carts so they stop randomly displacing the artwork and other odd behaviors.

I'm thinking of building my own list of mods (small scale) until the new gentleman modpack is released - but would like to know what mods work with this one before I attempt it (superior crafting ?)

Thanks for any feedback!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: Grogfeld on October 07, 2015, 05:28:34 AM
Great mod and very helpful with combat realism or anything that gives tools but I noticed one problem with saddle. When I put it on any animal it just stay still and do nothing. When I unmounted it, the saddle is now my pawn. Every time I click on it lying on the ground, character chart of that pawn shows up. When I destroy it with dev tools it just delete the saddle and... my pawn :D so Ed colonist icon says now that he is missing.

Now if someone has the same problem than I say this is a bug but I'm using SK Hardcore modpack and I'm aware that this can be compatibility issues.

I'm wondering what will happen when I shoot the saddle? :D

Oh, and I noticed issues with backpack. Pawns just put every item that they want to use on a job and if something interrupt this task they leave those items in backpack for eternity ;)
Cheers!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: BBream on October 07, 2015, 05:54:51 AM
Quote from: bullet on October 04, 2015, 08:10:05 AM
I think it's because backpack used now for hauling but without verification for WorkGiverDefs or something like that. So when colonists trying crafting\ get meat for training animals\ change outfit etc.  all items going  forever into backpack until it is filled...
I have not tested and I have no experience in the creation of mods, but I think almost guessed the reason)
Quote from: Grogfeld on October 07, 2015, 05:28:34 AM
Great mod and very helpful with combat realism or anything that gives tools but I noticed one problem with saddle. When I put it on any animal it just stay still and do nothing. When I unmounted it, the saddle is now my pawn. Every time I click on it lying on the ground, character chart of that pawn shows up. When I destroy it with dev tools it just delete the saddle and... my pawn :D so Ed colonist icon says now that he is missing.

Now if someone has the same problem than I say this is a bug but I'm using SK Hardcore modpack and I'm aware that this can be compatibility issues.

I'm wondering what will happen when I shoot the saddle? :D

Oh, and I noticed issues with backpack. Pawns just put every item that they want to use on a job and if something interrupt this task they leave those items in backpack for eternity ;)
Cheers!
It is related to skullywag's report. I can fix this backpack bug. But I need to check what problem saddle has. Thanks for giving hint and report.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: Grogfeld on October 07, 2015, 08:39:06 AM
So apparently after reload saddle is a saddle not my Vasalo the Weaver ;) and I can delete it without consequences. I like this concept. If you could fix it it would be amazing to have rino cavalry ;) 
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: ZeeOvenfresh on October 09, 2015, 09:09:41 PM
Overwhelm raiders with the llama Calvary!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: omnix32 on October 11, 2015, 03:26:39 AM
I don't understand the Mod. No errors, everything worked, as in making the carts and one backpack. My colony though stops hauling items altogether. I can right click and haul it that way, but they go idle unless I send them to an item.

Removing Hauling as any priority will stop them from being idle and go to a work bench or whatever their suppose to do.

Also with the cart they ignore the other items next to the item I send them to.

I was thinking the Mod might make them pick up multiple items, not stop them from Hauling altogether. They just go around with the car and look at clouds, visit graves and do anything else but work.

It could be I am just doing something wrong, but I had to remove the mod.
The concept is cool if I understood how it was suppose to work.

Have fun.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: AHare on October 11, 2015, 03:30:58 AM
Quote from: omnix32 on October 11, 2015, 03:26:39 AM
I don't understand the Mod. No errors, everything worked, as in making the carts and one backpack. My colony though stops hauling items altogether. I can right click and haul it that way, but they go idle unless I send them to an item.

Removing Hauling as any priority will stop them from being idle and go to a work bench or whatever their suppose to do.

Also with the cart they ignore the other items next to the item I send them to.

I was thinking the Mod might make them pick up multiple items, not stop them from Hauling altogether. They just go around with the car and look at clouds, visit graves and do anything else but work.

It could be I am just doing something wrong, but I had to remove the mod.
The concept is cool if I understood how it was suppose to work.

Have fun.
I've had the same issue actually. I love the idea of the mod, but it seems a bit too buggy or just doesn't work as intended. Seems like after a while with the mod on, all of my colonists refuse to haul unless commanded, even when that's the only job available. Not to mention that even when they do haul it's very spotty - They'll keep something with them or they'll only grab one thing.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: BBream on October 11, 2015, 06:38:43 AM
Quote from: AHare on October 11, 2015, 03:30:58 AM
Quote from: omnix32 on October 11, 2015, 03:26:39 AM
I don't understand the Mod. No errors, everything worked, as in making the carts and one backpack. My colony though stops hauling items altogether. I can right click and haul it that way, but they go idle unless I send them to an item.

Removing Hauling as any priority will stop them from being idle and go to a work bench or whatever their suppose to do.

Also with the cart they ignore the other items next to the item I send them to.

I was thinking the Mod might make them pick up multiple items, not stop them from Hauling altogether. They just go around with the car and look at clouds, visit graves and do anything else but work.

It could be I am just doing something wrong, but I had to remove the mod.
The concept is cool if I understood how it was suppose to work.

Have fun.
I've had the same issue actually. I love the idea of the mod, but it seems a bit too buggy or just doesn't work as intended. Seems like after a while with the mod on, all of my colonists refuse to haul unless commanded, even when that's the only job available. Not to mention that even when they do haul it's very spotty - They'll keep something with them or they'll only grab one thing.
I'm very sorry for that. I'm shameful that the mod still has critical bug even if it released several times. I'm going to start hunting bug. Very sorry and please be patient.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
Post by: skullywag on October 11, 2015, 08:43:09 AM
Hauler grabbed unfinished item in backpack, didnt drop it, person working on that item now errors with 10 jobs in 10 ticks as he cannot get the unfinished item, related to general backpack bug of not dropping everything everytime.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: BBream on October 12, 2015, 08:07:39 PM
  Change Log
  V1.5b
  - Texture is changed. Thanks for sharing it, mrofa!
  - Critical Bug that make colonist idle is fixed.
  - Backpack bug is fixed but need to check it is fine in a lot of case.
  - Code is refined and separated from release mod. You can download code from github.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: omnix32 on October 13, 2015, 12:59:43 AM
I'll give it another go. Thank you for the quick response.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: WHiZ on October 13, 2015, 12:22:22 PM
Are you able to fix the doors getting stuck open when a cart goes through. It happens quite often. Also can you make it where they won't leave a cart in a doorway when they are done hauling? Both of these become major problems with my freezers and it letting the warmer air in. Also when the mod is enabled, having a person selected and then clicking for them to do something say capturing someone etc, the popup menu is lagged in it's appearance..
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: omnix32 on October 13, 2015, 01:28:24 PM
The bug is fixed where your colony won't do other things. GOOD

My first issue now is that they keep dropping the cart, going long distance to get the cart, then dropping it again. A whole lot of time is spent going after carts and dropping them places despite having a zone set to critical close by just for carts.

2nd Issue:
The cart seldom gets used. Once in awhile they will pick up 3 chunks instead of one, but most the time they grab a chunk and the cart is empty. I was hoping with the cart, they always would grab more than 1 item, but that is not the case even if the items are close together.

This coupled with them constantly dropping and picking up carts over a distance does not make the Mod extremely useful. They spend a whole lot of time going after carts which could be half of the map. They don't drop the cart in it's storage spot where it's close by. They very seldom put things in the cart, just once in awhile.

It's a good concept, but overall with my colony traveling long distance to get a cart, then sometimes only picking up one item and not using the cart, this mod does not actually help hauling items faster.

Thank you for the Mod, but for now I have to pass.





Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: notfood on October 13, 2015, 02:07:58 PM
Backpacks are great though. I don't build carts anymore, they cause more trouble than help.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: omnix32 on October 13, 2015, 07:43:01 PM
I have not looked at the backpack.

3rd issue with carts is creating a drop area just for carts, by colony grabs them to drop off, but they all just started going around in circles with the cart in the drop area doing nothing else.

I guess I might as well see if the backpack does anything useful. I am really trying to like this mod.

have fun.

Edit: It looks like the Backpacks do haul more stuff and no issues yet. To me that is good news, will test more, but the carts need to go.


Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: WHiZ on October 13, 2015, 08:04:55 PM
Its a pitty as i like the concept of the carts and doing hauling with your animals etc better than backpacks... the carts just seem more vanilla to me.. i just wish we could get a couple of the remaining issues worked out..
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5b 13-10-2015
Post by: BBream on October 14, 2015, 12:24:10 AM
WHIZ's report
- Door is not closed if cart is passed.
- Cart is placed on door.
- The popup menu is lagged in it's appearance.
omnix32's report
- Cart is placed too far. Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
- The cart seldom gets used.
- Started going around in circles with the cart in the drop area doing nothing else.
Thanks for reporting issues. I'm working on fixing it.

notfood, I agree your thought. I think it is unbalanced between cart and backpack. I need to adjust backpack and cart. Also I will solve cart problem.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5c 15-10-2015
Post by: BBream on October 14, 2015, 02:06:50 PM
Change Log
  V1.5c
  - Now cart's maximum item become 4.
  - Backpack's maximum stack is 50 per item.
  - Bugs related to door are fixed.
  - Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
  - Now cart is not used if Hauling item is less than 50 persent of maximum item capacity(Typically less than 2 items).
  - Cart wheel is rotated if cart is moving.

I'm still finding how to find & fix the bug omnix32 report.
Quote from: BBream on October 14, 2015, 12:24:10 AM
WHIZ's report
- Door is not closed if cart is passed.
- Cart is placed on door.
- The popup menu is lagged in it's appearance.
omnix32's report
- Cart is placed too far. Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
- The cart seldom gets used.
- Started going around in circles with the cart in the drop area doing nothing else.
Thanks for reporting issues. I'm working on fixing it.

notfood, I agree your thought. I think it is unbalanced between cart and backpack. I need to adjust backpack and cart. Also I will solve cart problem.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5c 15-10-2015
Post by: omnix32 on October 15, 2015, 01:56:10 PM
Thank you for the hard work. I have kept the mod for the backpack as they don't cause many issues except they need manually emptied from time to time because of Job change or they are stopped from doing what they where doing.

Title: Re: [A12d] Tools for haul. Animal will help us! V1.5c 15-10-2015
Post by: nguadien on October 19, 2015, 03:41:44 AM
Report:
- If there is no zone for containing carts, colonists do not dismount carts at all. Right clicking these carts with items in them will show "No place configured to haul..." although I already had zones to contain these items.

- If there is a zone for carts, the same as omnix32's report: Going around with carts in the drop zone doing nothing else.

- Cart holds too little items. For such a large car, should hold more items (like, 8 items)

Yesterday 200 people raided me (3 factions attacked) and gosh, the work of cleaning their bodies after the battle is so terrible. It took me 4 days to haul all their bodies and all my colonists were haunted with Orbserved a corpse.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5c 15-10-2015
Post by: MindALot on October 20, 2015, 04:52:39 PM
One complaint was the limited number of items in a cart.

Instead of adjusting this number again and again for balance - why not create two carts (I know, more work, artwork, etc) - and have a "simple cart" that can carry a smaller limit of items and an "industrial cart" that takes more (resources/tech) to make that can carry more.

That way, we have access to something useful early on, but then can upgrade to a more industrial cart once we have the resources/tech to use it (and most likely need to move a lot more stuff).

The reason for the "small" limit for the smaller item could simply be power efficiency - while the colonists could make a cart capable of hauling 20 bodies, no one is strong enough to move that load over uneven terrain without advanced tech/assisted hauling.

From a coding perspective - you'd want a way for the actors to find the highest "quality" cart within range for the task involved.

One thing I thought about for searching for an unused cart - you should see if you can treat the area closest to the user of the cart as well as the area near the first item to be hauled as equal values (if you don't do this already).  Bonus points if you can find any carts "on the way" to the first item hauled.  I imagine the "on the way" search would be too expensive CPU wise unless you were awesome at optimization and pattern graphing.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5c 15-10-2015
Post by: BBream on October 21, 2015, 08:35:08 PM
Change Log
V1.5d
  - Finding items logic is changed.
  - JobDriver_HaulWithCart is improved.
  - DrawPos is adjusted for big animal.

omnix32 & nguadien's report
- Cart is placed too far. Dismount Policy is changed: Home Area => Storage zone for cart or Cell near cart
- The cart seldom gets used.
- If there is no zone for containing carts, colonists do not dismount carts at all
- If there is a zone for carts, Started going around in circles with the cart in the drop area doing nothing else.
- Backpack need manually emptied from time to time. It is Hard to fix it without losing savefile.
Thanks nguadien. Your detail report was helpful for fixing bug.

MindALot, I agree that it is needed to make "industrial cart". nguadien has undergone 200 people's raid so new tool is necessary. I hope I can add new contents ASAP.

About MindALot's post
- Cart is not applied quality system and item capacity is not related to cart quality. I'll think about applying cart's quality to its item capacity like backpack's.
- I'll check "on the way" search is good enough to apply it.

Edit: Understood. Quality means technology that cart is made by. And it has level from "industrial cart" to "primitive cart".
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: MindALot on October 21, 2015, 11:21:42 PM
Regarding this :  "Cart is not applied quality system and item capacity is not related to cart quality. I'll think about applying cart's quality to its item capacity like backpack's."

In my post, when I was talking about "quality", I was referring to picking the "industrial cart" over the "primitive cart" when available and within reasonable distance.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: midaw on November 13, 2015, 04:21:20 PM
https://github.com/BBream/ToolsForHaul/issues/20
Character ignores the exclusion zone in the presence of objects in the backpack

my patch for v1.5d in attachments.
three checks "is forbidden" in the patch.

[attachment deleted due to age]
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: xiongyiwen on November 13, 2015, 07:38:57 PM
Quote from: midaw on November 13, 2015, 04:21:20 PM
https://github.com/BBream/ToolsForHaul/issues/20
Character ignores the exclusion zone in the presence of objects in the backpack

my patch for v1.5d in attachments.
three checks "is forbidden" in the patch.

Excuse me,What position??
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: BBream on November 14, 2015, 12:11:26 AM
Quote from: xiongyiwen on November 13, 2015, 07:38:57 PM
Quote from: midaw on November 13, 2015, 04:21:20 PM
https://github.com/BBream/ToolsForHaul/issues/20
Character ignores the exclusion zone in the presence of objects in the backpack

my patch for v1.5d in attachments.
three checks "is forbidden" in the patch.

Excuse me,What position??

- ToolsForHaulUtility.cs:187:Added line
  '&& !ForbidUtility.IsForbidden(item, pawn)'
- ToolsForHaulUtility.cs:207:Added line
  '&& !ForbidUtility.IsForbidden(item, pawn)'
- WorkGiver_HaulWithCart.cs:33:Added 'cart.IsForbidden(pawn)'
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: midaw on November 14, 2015, 03:31:19 AM
yes, it is all. use http://winmerge.org/downloads/?lang=en for merge text.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: xiongyiwen on December 02, 2015, 05:56:40 AM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Grogfeld on December 02, 2015, 07:15:45 PM
Quote from: xiongyiwen on December 02, 2015, 05:56:40 AM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict

I would love to see backpack as standalone mod. Idea of this mod is so great but it has so many issues with other mods. It would be very practical with Combat Realism, onetime use grenades,rocket launchers, and other stuff like knifes as a secondary weapon...   
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Ungrateful on December 02, 2015, 11:19:14 PM
Quote from: Grogfeld on December 02, 2015, 07:15:45 PM
Quote from: xiongyiwen on December 02, 2015, 05:56:40 AM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict

I would love to see backpack as standalone mod. Idea of this mod is so great but it has so many issues with other mods. It would be very practical with Combat Realism, onetime use grenades,rocket launchers, and other stuff like knifes as a secondary weapon...
I too am for a standalone version, I love this mod especially with tools for hauling and combat realism. Thank you for this mod, it really facilitates integration.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: xiongyiwen on December 03, 2015, 12:01:36 AM
Quote from: Grogfeld on December 02, 2015, 07:15:45 PM
Quote from: xiongyiwen on December 02, 2015, 05:56:40 AM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict

I would love to see backpack as standalone mod. Idea of this mod is so great but it has so many issues with other mods. It would be very practical with Combat Realism, onetime use grenades,rocket launchers, and other stuff like knifes as a secondary weapon...

Special forces carry dagger, rocket launcher, pistol, submachine guns, sniper rifle, medical kits, compressed food, that is in the first blood Stallone ah!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Sentenza on December 04, 2015, 10:49:08 AM
I installed this, crafted a backpack, and it wasn't automatically equipped, is this normal?

After force-equipping it, the pawn had it on, and I could use it manually, but he wouldn't ever use it to haul with, it was always empty, is this normal too?

Can I get my pawns to use backpacks themselves?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: falcongrey on December 04, 2015, 03:20:52 PM
Quote from: Sentenza on December 04, 2015, 10:49:08 AM
I installed this, crafted a backpack, and it wasn't automatically equipped, is this normal?

After force-equipping it, the pawn had it on, and I could use it manually, but he wouldn't ever use it to haul with, it was always empty, is this normal too?

Can I get my pawns to use backpacks themselves?
A lot of it depends on quality and if the pawn needs / wants it. Mine usually equip it themselves rather quickly as they go to haul things.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Haze2 on December 05, 2015, 10:13:43 AM
1.5c ever for A12d still too glitchy. Pawns don't want to use their backpacks (except for single dish). Only manual filling in will do. Almost the same with carts - hard to explain what's going on, but at least once I've seen haul-specializing pawn used it  for steel (and that was unexpeccted).

Possibly pawns should take into account any other items on their way to storage - not only single-type items, maybe that's the part of the problem.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Masquerine on December 20, 2015, 12:27:00 PM
I was watching my pawns haul things and I noticed how the behavior for hauling works with this mods' items. Pawns with hauling labor as their top priority will correctly use extra space in their backpacks to haul multiple items, or large stacks of a single item. They have to be the ones to choose to haul and not you forcing them to haul something for it to work. There also needs to be enough stockpile empty space for them to deposit the items into or else they'll get stuck holding the items. I had a guy holding 180 simple meals because my designation pile was too small, so keep that in mind.

You can still manually add items to backpacks if you want them to hang onto something until needed, like heavy weapons so they can be ready at a moment's notice in a sudden raid (drop from backpack, force equip). Manually added items don't seem to be deposited into stockpiles, which is good.

Animal carts do work, its just a pawn has to assist the animal in loading and unloading. I see random pawns helping the dogs haul things with their carts here and there. The pawn helping doesn't need to be a hauler top priority. Anyone seems to be able to help them as needed.

I didn't try saddles yet, but I'm absolutely loving the backpacks for both hauling and holding weapons/food. Also great for hunters to manually loot multiple bodies in their bags instead of having to make several long distance trips for 1 item each time.

Backpacks are influenced by pawn crafting skill, so when making them set the minimum skill level on the bill to whoever has the highest crafting. A legendary quality backpack can hold 7 items compared to a good quality at 3.

Edit: The only bug seems to be that with hauling meals they sometimes go to the stockpile to drop them, but don't actually put them down (even if the stockpile is more than large enough). Probably related to their default behavior of wanting to keep a meal on themselves at all times without checking just how many meals they are actually holding. A forced manual drop solves that problem once in awhile. It'll only be whoever is the designated hauler that will horde all the meals, so easy to keep track of. If your meal stockpile is empty, look for the guy that was supposed to haul them there and drop his 150~+ meals lol.

I play with the hardcoresk modpack so having an efficient hauler(s) is required to get anything done. Otherwise the game just stagnates with forever hauling everything due to the sheer amount of items the modpack adds.

[attachment deleted due to age]
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: xiongyiwen on January 06, 2016, 09:01:20 PM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Megafly on January 11, 2016, 08:21:57 PM
Quote from: xiongyiwen on January 06, 2016, 09:01:20 PM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict

Signed in.

I also found the key binding conflict on the "V" key, had to put this mod down for the moment.

Mega
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Emottaja on January 15, 2016, 04:26:55 AM
I like the backpacks of this mod, nice that my colonists can bring meals with them, but I got a problem with the carts.  :P

For some reason my colonists refuse to use the cart, either by indicating that there supposedly is nothing to haul, even if there are haulable items and an empty storage right next to them. Or  they just pick up the cart and drag it around while carrying single items by hand, not using the cart at all.  :-\

I'm not sure if this next bug is from this mod or a conflict with another, but at sometimes my colonists try to haul psychic lances or other similar items and then just stand still doing nothing until they have to sleep or eat. When this happens, there are no visible psychic lances in the whole map and no other haulable items nearby. I suspect that the new haul logic makes them try to haul items in undiscovered/hidden areas of the map, like the underground tombs with the cryosleep cascets, and then fail to path there.

It doesn't cause any error messages so I only noticed it after half my colony was just standing still in the cold getting hypothermia. ???

Correction: https://41.media.tumblr.com/473d9e9517cea7e54789805d4d705bab/tumblr_o1912kz7Mp1tq9aigo1_1280.png
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: lude on February 01, 2016, 01:46:23 PM
I have similar problems as the above topic and also wanted to know if by chance you could have a look at your mod working together with Miscellaneous +MAI or explain to me how I could forbid carriage/backpack usage by the hauling station robots, but alas it's okay if you don't wanna since it's stuff with another mod.

Sometimes (with more than one cart or rarely with one cart) the hauling bots will run in circles over stockpiles and rearrange things for no apparent reason, I wonder if it could be something like a hauling job completed while they're still preparing to haul to the same or something ^^

anyway, great mod and the first one I see to implement vehicles really nicely as well as do other elaborate magical stuff

QuoteCorrection: https://41.media.tumblr.com/473d9e9517cea7e54789805d4d705bab/tumblr_o1912kz7Mp1tq9aigo1_1280.png

I wish I knew how to fix it, had a look at the source code for hauling but it's too hard for me to understand.

http://i.imgur.com/EwBQaxP.jpg
http://i.imgur.com/Im14Byy.jpg

that it's a bot is unrelated, the error can happen without misc.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: 10001110 on February 01, 2016, 04:44:14 PM
And here i was thinking i could have haul bots use backpacks :P
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: lude on February 01, 2016, 07:34:38 PM
Quote from: 10001110 on February 01, 2016, 04:44:14 PM
And here i was thinking i could have haul bots use backpacks :P

I just tried force equipping one and it crashed the game

but carts and bots work as well together as the rest of the mod and hauling jobs, sometimes really well and you see how incredibily awesome the mod is and then you see a bunch of hauling bots playing lacrosse with carts in your storage area,
it happens with stuff that has higher priority stockpiles, probably too small, too big or too magical, i dunno but something sure is causing it

--- edit ---
there is a bug with having slag chunks being in carts while being saved and loaded "is in container that has no owner"
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Kadrush on March 08, 2016, 07:25:46 AM
Never tried, but can i place a saddle on a Yorkshire and ride on top of it?

It would be quite fun and a bit cruel... :P
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Pactrick Willis on March 16, 2016, 11:09:38 AM
Yes! Finally I can make my Deer riding Calvary a reality! Thank you!
I'll let you know how it works out.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Grogfeld on March 16, 2016, 04:36:18 PM
Version 1.5c is actually working with my game quite well but I use only backpack. There are no peculiar haulers voyages across stockpile zones like in next version. It's sad that this great mod was abandoned.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: dakkadakka on April 07, 2016, 06:15:10 PM
Great mod. The thought of hauling limestone chunks from over the map kept bringing me out in cold sweats.

I've encountered a bug where pawns would be stuck in a "Standing" state if the hauler tries to haul resources from within a tomb. I would like to forbid the contents of the tombs but then that'd ruin the surprise, and it requires God mode.

The order exists for less than an attosecond before being changed with "Standing".

Forbidding the tombs does not stop the bug, unfortunately.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Lomano on April 12, 2016, 11:22:11 AM
Can you make this mod compatible with A13 ?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: elona on April 15, 2016, 08:12:25 AM
I like the mod,but can you make this mod compatible with A13 ?Without this MOD, I'm not interested in playing this game.thanks.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Syntria on April 23, 2016, 02:46:05 PM
Wow, Harsh Elona. I'm also looking forward to this mod being updated. :> I don't mind the current haul mechanics, but I always spawn with 10 guys and train several animals to haul. But having even just a double or triple haul capacity with the use of an item would be amazing.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Grogfeld on April 23, 2016, 05:14:18 PM
It's quite big mod, and development was stopped long time ago so it will be hard to make proper changes, it's not only compiling against new build but as always there was many changes in the code, but there is a light! NoImageAvailable make something with backpack capabilities in CR mod.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: notfood on April 23, 2016, 07:21:13 PM
Hmm- the source is there in the github. This mod is such a must have for me. At least the backpacks. I'm too much of a newbie modding to try to port it.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: samurai999 on April 29, 2016, 12:17:39 AM
Wait for upgrade
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: «Temple» on July 18, 2016, 04:53:09 AM
Will this be updated?  This is a must-have mod for me.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Grogfeld on July 18, 2016, 02:13:09 PM
Quote from: Hunter00064 on July 18, 2016, 04:53:09 AM
Will this be updated?  This is a must-have mod for me.
The only person I know of that make use of this mod in his modpack is jackarbiter, and than it's obsolete because of NIA's CR inventory mechanics.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Anbalsilfer on July 29, 2016, 04:24:19 PM
I've fixed the obvious errors and recompiled this for A14, and submitted a merge request to the original author. Beware though that I've done very little testing, just verified that a cart can be built and that it seems to work. My updated version can be downloaded from my GitHub project page at https://github.com/Anbalsilfer/ToolsForHaul (https://github.com/Anbalsilfer/ToolsForHaul).

Hopefully the original author accepts the merge request and decides to get back to actively maintaining it.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: 123nick on July 29, 2016, 06:42:58 PM
Quote from: Anbalsilfer on July 29, 2016, 04:24:19 PM
I've fixed the obvious errors and recompiled this for A14, and submitted a merge request to the original author. Beware though that I've done very little testing, just verified that a cart can be built and that it seems to work. My updated version can be downloaded from my GitHub project page at https://github.com/Anbalsilfer/ToolsForHaul (https://github.com/Anbalsilfer/ToolsForHaul).

Hopefully the original author accepts the merge request and decides to get back to actively maintaining it.

thank you very much :)
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tgr on August 14, 2016, 08:28:58 PM
This works perfectly except reloading a map where carts have been built results in the cart becoming a giant purple square. Very annoying.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tgr on August 14, 2016, 08:46:15 PM
Also since reloading while using this mod my colonists simply stand around doing nothing after a period of time.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Jim2M on August 15, 2016, 08:31:01 PM
Same experience as TREH. Everything worked beautifully until reloading the game. Then dreaded magenta squares. Also noticed the pawns "standing" - didn't relate it to this mod at the time.
123Nick: Many thanks for getting this to run under A14 by the way. It really does take a lot of the pain out of hauling. If I knew how to actually mod (not just editing .xml) I would turn "cart" into "four-wheeler with flatbed" that pawns could ride on when hauling from the far side of the map. Even huge maps would be no problem.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Exende on August 15, 2016, 11:44:27 PM
there's a problem with the cart trying to haul style that there's no path to, like an animal pulser which is probably encased inside a wall somewhere in the map, and it throws up null exceptions left and right
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: bullet on August 24, 2016, 06:59:17 AM
Very good mod, though not without problems. But very strange why not supported...
Maybe with haul functionality had some bugs but backpack with ability keep additional weapons, tools and items it's very helpful!

Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: gillsminnow on October 01, 2016, 06:42:41 PM
Nice one killface! Always wanted an inventory akin to something similar of that in combat realism!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: magik20 on October 07, 2016, 11:10:20 AM
Quote from: Killface on October 01, 2016, 11:12:10 AM
It shall rise again - soonish
https://github.com/Killface1980/RW_ToolsForHaul

I deactivated the saddles as mounted riders were causing serious collision problems. Backpacks seem to work, also the cart (fixed the magenta texture). I've also added a tool selection, e.g. if a pawn is assigned for construction and has a hammer, he should switch to it for the time constructing. As soon as I can reliably use this mod, I'll add it officially to my sanctuary.
In the mean time, all bug reports and issues are welcome at https://github.com/Killface1980/RW_ToolsForHaul/issues

This is great, please make a new post perhaps so everyone know's there is a semi-working A15 version?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Hydromancerx on December 24, 2016, 04:12:35 AM
Please someone bring this back for alpha 16. The small reboot mod of this killface did was so cool!
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Robloxsina66 on March 05, 2017, 08:24:31 PM
bring back?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Skcuske_Lobuk on June 29, 2017, 04:44:59 PM
https://github.com/Killface1980/RW_ToolsForHaul
A17, under heavy construction
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tgr on July 01, 2017, 06:11:59 PM
Does this work??
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Skcuske_Lobuk on July 01, 2017, 11:25:52 PM
Works quite well for testing. I wouldn't add it for now to a real colony unless you want some imbalances and maybe game breaking bugs. Defs are fully defined for testing, so no XPath patching and thus reduced compatibility to other mods.
(http://i.imgur.com/MxMMzNz.gif)
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tgr on July 02, 2017, 03:50:30 AM
I'm using AC-Enhanced Hauling, which I assume is a no no compatibility with this so far.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Skcuske_Lobuk on July 02, 2017, 12:48:40 PM
It has it's own workgivers, not touching those. Remember this is an unfinished mod, so be happy being one of the first trying it out and report bugs, or leave it as is.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tgr on July 02, 2017, 03:50:15 PM
Oh, I am sorry if you took offense. I am extremely excited this mod is back, because the default hauling system is ridiculous. Cart + AC Enhanced Hauling = no longer does your colony break down because half the plebs decided to spend their day carrying single potatoes back and forth.
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tgr on July 02, 2017, 11:12:33 PM
Is there documentation? I'm having a little bit of trouble figuring out how everything should work. The last version I used way back allowed pawns to just roll the carts around and put shit in them and then move in bulk, and it worked really well, but this system appears to require mounting the cart or something...
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Robloxsina66 on July 24, 2017, 12:07:55 PM
is this still being worked on?
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Tridentviper on August 04, 2017, 06:15:09 AM
F*ck. I didn't know this was for A12, I used it on A17. now my game is destroyed. Oh well time to start a new colony
Title: Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
Post by: Skcuske_Lobuk on August 05, 2017, 10:36:56 AM
Killface's version works on A17. I asked him a while ago, and he stopped development as no one wanted to join.