Hauling Priority Designator
Description:Adds a new designator in the Orders Tab. You can use this designator to make the colonist try to haul the designated things first, ignoring items not designated. Adds a designator to unforbid groups of items too.
(http://puu.sh/g2Tpr.jpg)
Very useful when dealing with the cleanup after a raid, just unforbid everything and designate the items you want to be hauled first!
More Info:The mod is savegame compatible and its compatible with EdB Interface. Should be compatible with other mods if they don't have their own designators.
When the colonist start a priority hauling job, it will only check for the designation of the first item. If he finds an item which stacks with the first item he will try to haul it regardless of the designation. Nothing I can do about it right now.
If you right click on a designated item there will be 2 hauling options. It appears to be a bug in the vanilla code.
02/03/15 - On rare occasions it has been reported that the weapons dropped from pirates will not be hauled and get a message saying there's no empty space configured to store it. I have not been able to find the origin of the issue, but closing the game and loading the save again will probably fix it. It may be a compatibility issue with EdB Interface related to mod load order. If you have this problem continuously or very frequently, please post it here and I'll do my best to correct it.To ModdersHelp yourself with the code as you wish. If you have any question, just ask. If you happen to take a look at the code, please tell me if you find any way to improve it. But be nice, this is my first mod ever, the first time I write code in 15 years, and last week I didn't know anything about C/C#.
Author:Gaesatae
Download( v.1.0.2) - Alpha 9 - DropBox Link (https://www.dropbox.com/s/a6rn9b9waxcjpno/Priorityhaulv102.zip?dl=0)
( v.0.9) - Alpha 8 - DropBox Link (https://www.dropbox.com/s/27w4merbxp0lsyw/Priorityhaulv09.7z?dl=0)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Finally! :)
no more :
"Go fetch ALL the meals here."
"I found a metal rock!"
damnit....
Exactly, that was the idea for this mod.
I was tired of my colononist taking the scenic route to the other edge of the map just to eat a single survival meal, and come back home empty handed. Damn, in some maps they were hungry again at the time they got back home!
Also, after a big fight I hated unforbidding every weapon one by one and looking how the colonist took ages to haul the most expensive things when there was a trading ship around.
Great idea! Thanks!
ok, but what working with stuff from others mods, which isnt in core ?
Quote from: Patrykbono20 on February 08, 2015, 01:51:54 AM
ok, but what working with stuff from others mods, which isnt in core ?
It should work fine, this mod only looks for haulable things laying around, it doesn't matter what they are as long as they can be picked up.
Hey, i think it has issues with vein miner found here: https://ludeon.com/forums/index.php?topic=9616.15 i admit i never fully checked and removed vein miner anyhow as i thought it was a little cheaty.
The issue:
They would both work fine with one another till you save and logged out of the game, then when you returned to your save game priority haul had vanished from the tool bar so you couldn't use it at all.
Quote from: ManWithNoName on February 08, 2015, 06:24:33 AM
The issue:
They would both work fine with one another till you save and logged out of the game, then when you returned to your save game priority haul had vanished from the tool bar so you couldn't use it at all.
I did expect to see issues with other mods using designators but it's funny how it happened... Anyway, I don't know if its possible to make two mods with designators work together, but if anyone is really interested I can look into it.
Quote from: Gaesatae on February 09, 2015, 06:09:09 PM
Quote from: ManWithNoName on February 08, 2015, 06:24:33 AM
The issue:
They would both work fine with one another till you save and logged out of the game, then when you returned to your save game priority haul had vanished from the tool bar so you couldn't use it at all.
yes please, I was about to post this issue. If there's anyway to use both, I'd be thankful.
I did expect to see issues with other mods using designators but it's funny how it happened... Anyway, I don't know if its possible to make two mods with designators work together, but if anyone is really interested I can look into it.
I hope you don't mind Gaesatae, but I made a patch for Haul Priority and Vein Miner. You can find it here (https://ludeon.com/forums/index.php?topic=10443.0). I include no resources from either mod, it's just a simple menu patch. :)
btw, thanks for a great mod, really helpful when you are trying to build your defenses and the stupid pawns are running around gathering cloth instead of hauling rock chunks to create a defensive barrier.
Quote from: 1000101 on February 16, 2015, 01:13:50 PM
I hope you don't mind Gaesatae, but I made a patch for Haul Priority and Vein Miner. You can find it here (https://ludeon.com/forums/index.php?topic=10443.0). I include no resources from either mod, it's just a simple menu patch. :)
No problem whatsoever :) I'm glad you like it, I'll see if I can manage to make it easily compatible with other mods once A9 is released.
Updated to A9, any suggestions or improvements for the future?
I've tried downloading the Alpha 9 version, and I keep getting an error when I try to extract the files ... (I've tried to extract the files using both WinZip and WinRar ... with no luck). I've been unzipping files for the last 10 years, and usually don't run into this problem. Anyone else having issues?
Can you check the zip?
Quote from: jabbamonkey on February 18, 2015, 10:27:55 PM
I've tried downloading the Alpha 9 version, and I keep getting an error when I try to extract the files ... (I've tried to extract the files using both WinZip and WinRar ... with no luck). I've been unzipping files for the last 10 years, and usually don't run into this problem. Anyone else having issues?
Can you check the zip?
I didn't find any issues in the file, anyway, I reuploaded compressed in .zip. Tell me if you still have any problems.
Quote from: Gaesatae on February 19, 2015, 03:23:55 AM
I didn't find any issues in the file, anyway, I reuploaded compressed in .zip. Tell me if you still have any problems.
The new one unzip'd just fine. Thanks!!!
I've just found and probably fixed a bug. Not sure why but it looks like the mod may have been blocking the hauling of weapons dropped from raiders sometimes.
If have any issues download v 1.0.2 on the first post.
Edit (02/03/15): Some people are still reporting this problem on rare occasions. If you find it continuously or very frequently, try changing the mod load order and let me know.
Hell yeah how often I wished this, in fact I wrote it just today in the cheapest ideas blog. Thank you.
Do you think you would be able to create a mod to forbid an item only for hauling? E.g. if you have a mined-out mine (yeah...) next to a building site, you want to forbid it to haul but your builders should use it.
Quote from: Dr. Z on February 19, 2015, 04:39:05 PM
Do you think you would be able to create a mod to forbid an item only for hauling? E.g. if you have a mined-out mine (yeah...) next to a building site, you want to forbid it to haul but your builders should use it.
AFAIK it would be a hell of a job to do. In your example, a construction work includes the hauling of items, so I would have to rewrite the construction job, the hauling job and find a way to tell the colonist to "see" a forbidden item. And do the same for every possible work type.
Too much work for something very specific that can only be used in few situations. Sorry.
Quote from: Gaesatae on February 19, 2015, 07:02:12 PM
Quote from: Dr. Z on February 19, 2015, 04:39:05 PM
Do you think you would be able to create a mod to forbid an item only for hauling? E.g. if you have a mined-out mine (yeah...) next to a building site, you want to forbid it to haul but your builders should use it.
AFAIK it would be a hell of a job to do. In your example, a construction work includes the hauling of items, so I would have to rewrite the construction job, the hauling job and find a way to tell the colonist to "see" a forbidden item. And do the same for every possible work type.
Too much work for something very specific that can only be used in few situations. Sorry.
It's something needed in the official release, not to be put in with a mod, to me.. it will eventually come
Ok, my thought was that people that are unable to haul but can do other jobs like cooking or building where they need to collect materials can still do that despite being unable to do the "hauling"-job. I thought that could be utilised for that.
Love the mod, but I think there is an issue when there are ppl / items stacked on top of each other , it will not unforbid the items underneath ... haven't tested this with the haul designator though.
Quote from: brobe94 on February 26, 2015, 08:52:21 PM
Love the mod, but I think there is an issue when there are ppl / items stacked on top of each other , it will not unforbid the items underneath ... haven't tested this with the haul designator though.
Sorry, it seems that it does unforbid the underneath ones but not the ones on top of them.
Yes, thats true
Quote from: brobe94 on February 26, 2015, 10:15:04 PM
Sorry, it seems that it does unforbid the underneath ones but not the ones on top of them.
Yes, it's true. In the case of the haul designator it is deliberate. I'm currently working on stockpile optimization, I'll try to fix the unforbid designator when I manage to rewrite the hauling jobdriver. Hopefully won't take long...
So I activated this mod and I'm getting an error in the console, I'm assuming it's a conflict with another mod but hoping maybe you could point me in the right direction.
Faction a mechanoid hive of def Mechanoid has no PawnGroupMakers that can generate for parms (points=267.4393)
Go no pawns spawning raid from parms (points=267.4393)
I don't know how to copy the detailed info :/
It goes away when I deactivate Priority Hauling.
Thanks for any help you can give.
Zxypher, I can't think of any way Priority Hauling can interfere with raids or other mods affecting raids, the code doesn't go near that features of the game.
However, you may have run into a known vanilla bug: https://ludeon.com/forums/index.php?topic=10448.msg103356#msg103356
What may be happening is that the storyteller is trying to create a raid which is not big enough to generate a single mechanoid, therefore you get the message. Reloading the game will recalculate the next mechanoid raid and maybe you won't get this message again.
I see, thanks for clearing that up. I really appreciate it :)
Really useful mod, but there are two things I would like to see added:
1.: A tool to forbid a group of items just as you can unforbid them in the mod.
2.: The ability to prioritize rock chunks for hauling too. If I do this it says "nothing to haul here" even if the chunks are marked for hauling.
A10 update? :puppy_eyes:
Ugh, tough to play without this. It's just so simple you forget it's not part of vanilla
Anyone try it in Alpha 10?
Quote from: DDog on April 30, 2015, 04:42:34 PM
Anyone try it in Alpha 10?
I haven't. I wonder what it takes to update it to A10.
Sorry guys, I've been really busy this past month. I hope to find some free time the next couple of days and update the mod.
No worries. :)
We'll be waiting!
I'm having some trouble updating to A10. Right now I'm fighting with a few private and static methods and other changes in the vanilla code that won't allow the mod to work. If I'm not able to find a solution I'm afraid I will have to use some old code and lose the performance gained in the A9 update... but for now I'll keep trying.
Damn wish we could get an update... love this mod... really should be in vanilla game!
aaarrggghhh... love this mod... wish it could be updated! Mad props to the modder!
Any news on if this will be updated to A11 or something? Could really use it.
yeah, it's very useful especially with vein miner. I'd love to see it in vanilla.
Yes please.. I would like to try this out too.
hope see this mod back soon too
I think I owe every user of this mod an apology. I like to keep my commitments but this time I haven't been able. I've been hit real hard in my professional and personal life and I just didn't have the will power to deal with the frustration of failing to update the mod to the new releases.
Right now I won't be able to continue working on this mod. Maybe I can put my s##t together before the next release or maybe in a couple of months, but I can assure you that if there's ever a final version of RW, this mod will available for it (and hopefully with some new features I had almost working like handcarts and stockpile sorting).
For now my priority with RW will be testing and translating.
Sometimes life comes in the way and that's perfectly acceptable, I've got to ask though, would you consider open-sourcing the project to give room for someone else to take over?
Plz we need update or open-source this mod.
Someone has updated this mod on steam. Does someone mind grabbing it and posting it here, or starting a new topic under releases?