RimWorld

RimWorld

HaulTeleporter
123 Comments
Altumnus 15 Dec, 2023 @ 1:06am 
@god_43: There's no teleport bench in this mod or in the v1.4 version. You're probably using "Item Teleporter".

For this mod, there's an object within the Misc. tab named 'Hauling Teleporter' with the same icon as in the mod page.
god_43 25 Nov, 2023 @ 8:40am 
the teleporter doesnt work, I am usin g the 1.4 version but i cant figure out how its supposed to work? it says that it needs a teleport bench but i cant find it to build, everything is researched.
Nova Drayosix 3 Dec, 2022 @ 5:46pm 
It's nice to see this mod is still supported, I enjoy it alot ^^
Cthanatos 27 Nov, 2022 @ 6:27pm 
@tily_lass - Even though I posted the updated version, the mod is still super new to me, and I'm still learning the idiosyncrasies involved. I've noticed it lags the game hard if there's a ton of items to move, and nowhere to put them. So I turn off the device until I need it again, or just expand my storage area temporarily. I've only taken a minor glance at the code behind the mod, so far.
tily_lass 27 Nov, 2022 @ 6:22pm 
That's on me... I have been avoiding the comments lately because of so many people spamming "1.4 plz" and other (sometimes super rude) shit. thanks so much, ill try the workaround suggested
SerenityBun 24 Nov, 2022 @ 9:53pm 
@tily_lass, read through the comments, it is somewhat explained as to why it happens.
the mod has issues with multiple item stacks per cell. there's also the issue of it trying to move forbidden items and all that.
tily_lass 24 Nov, 2022 @ 7:26pm 
I love this concept but ohhhh my gods it lags my game so hard. this one and the continued version both =(
Cthanatos 22 Nov, 2022 @ 5:16pm 
@rulezberg -- Thank you for uploading your project and files, I've created an updated version, that works with 1.4 now.

https://steamproxy.net/sharedfiles/filedetails/?id=2892118549
Frenchy 21 Nov, 2022 @ 6:07am 
Thank you
SerenityBun 21 Nov, 2022 @ 3:29am 
@Frenchy you'd have to be listed as contributor for this mod to update this
it'd be easier to upload it as a new mod and linking credits back to this.
Frenchy 20 Nov, 2022 @ 9:19pm 
Where do you update the source code and submit for Steam to link back to this Mod
Рlαγζr 🐵 28 Oct, 2022 @ 5:39pm 
Oh cool. Nice. I'm tempted to work on it myself because it's such a good mod, but I am rather busy at the moment. But maybe someone else could take up the task. Also sorry to hear that you're busy with the demands of real life and I hope everything's alright, but thank you for posting the source code for others to continue the legacy that is this mod. Someone will pick this mod up at some point I'm sure of it. Much respect and admiration and wishing you all the best.
rulezberg  [author] 28 Oct, 2022 @ 11:02am 
Hi! It's true that I sadly lack the time needed to further develop this mod, due to changes in my personal life. If others want to give working on the mod a try, I have uploaded all of the files (source code and binary files such as textures) here: https://mega.nz/file/sa8mhSDJ#yeuHMRoajJ9cBBaLFXL1uiYW9yUniVWnOHMpCzslVZo
Рlαγζr 🐵 26 Oct, 2022 @ 5:18am 
Oh that's a shame. I hope the dev is alright. I would really love it if this mod could be handed over to somebody to fix and continue working on. But maybe somebody would have to make one from scratch. It's a really useful mod where the simple act of hauling ends up being something you might need half your colony hauling because of all the raider corpses and items piling up in the kill box and all the wood and rocks scattered over the map. The only other solution is to use robots to haul things really.
Barons 25 Oct, 2022 @ 6:58pm 
Bump! Lets get this mod updated or replaced. It's a classic.
SerenityBun 22 Oct, 2022 @ 6:04am 
bro, the dev said that he cant work on the mod anymore. he also never made it open source from what i know. asking for a 1.4 update in this situation is just being selfish and oblivious to reality
Рlαγζr 🐵 22 Oct, 2022 @ 5:51am 
1.4 update please. Thanks.
jirikslavicek 24 Sep, 2022 @ 11:37am 
ye it doesnt work for me i have deep storage so i did the HT selected the whole map with the area and disselected all my storages and nothing
Nova Drayosix 17 Sep, 2022 @ 11:24am 
I love this mod, and I can't play a single save file without it any more, it's awesome ^^. I have an odd feature idea for it, as a bonus/optional feature. Could we have a separate building that hauls items from stockpiles to blueprints? automatically delivering required materials that are available to blueprints, to ensure my pawns only need to walk up and construct it?
Рlαγζr 🐵 14 Sep, 2022 @ 5:45am 
If the mod stops working it could be that you have a storage mod that allows multiple stacks on one tile, such as storage crates from Project Rimfactory. In this case you need to create the allowed area called 'HT' and exclude all of these crates. The mod will get confused trying to haul from these crates. It can still haul to the crates just fine though even if they're outside of the allowed area.
Altumnus 27 Aug, 2022 @ 12:38pm 
@Kiichigo Usagi: Thank you for the explanation! I didn't realize this.
SerenityBun 27 Aug, 2022 @ 11:48am 
@Altumnus, this happens because of the deep storage mods, the HT fails to interact with cells that already contain a full stack of the item it is supposed to haul, which is also something vanilla pawns struggle with sometimes
Altumnus 27 Aug, 2022 @ 11:34am 
I've noticed that if a stack is full, the HT will attempt to haul but fail repeatedly. This results in stuttering.

A workaround is to increase stack size and I also use deep storage mods on top of that.
The Blind Cat 27 Aug, 2022 @ 11:09am 
Hopefully there will be an update to fix the bug. Sometimes it doesn't work and makes the stack empty. Causes an FPS drop too if it occurs.
I don't know how to fix it other than restarting the game.
Kinetic tail 19 Aug, 2022 @ 5:58am 
Great mode!
But beware, if you have freezes and hauler don't work remove all items from his cell even cable
This save you 30-40 FPS also
SerenityBun 19 Aug, 2022 @ 3:49am 
can also store it in a room and have that room excluded from teleporting by having it excluded from the HT area (if you set one, it will exclusively use that)
Altumnus 19 Aug, 2022 @ 3:24am 
@Ros[É]: You'll need to toggle it off or disconnect it from electricity. If you build a power conduit under the Hauling Teleporter and don't connect that particular conduit to a powered grid, you can click the 'Reconnect' gizmo to disconnect/connect without waiting for your pawn to flick the switch.
SerenityBun 11 Aug, 2022 @ 5:45pm 
aside from limiting the areas it cna be used in, there's no way of filtering what can or can not be teleported
Ros[É] 11 Aug, 2022 @ 5:26pm 
is there a way to make it so the teleporter doesn't teleport my healer mech serum away from my pawn who's trying to use it?
_Roreka_ 28 Jul, 2022 @ 3:46pm 
Okay, thank you <3
rulezberg  [author] 28 Jul, 2022 @ 9:46am 
Hi Einsamkeit, it should work again after removing the second teleporter and restarting the game.
_Roreka_ 27 Jul, 2022 @ 8:57pm 
@rulezberg So, I did a thing, meaning I used more than one teleporter, now it doesn't work at all. Does this mean I need to make a new game for it to work again? :,)
Рlαγζr 🐵 19 Jun, 2022 @ 9:53am 
Can this mod deliver to construction blueprints? I'm not sure if this is possible and doesn't seem to do that. The hauling of random stuff around the map is useful.
Рlαγζr 🐵 15 Jun, 2022 @ 2:30pm 
So its this 3x3 big storage thing. You have these I/O ports that can be inputs and outputs, either to put stuff into the digital storage or take stuff out. Then there are I/O pushers that push stuff from the digital storage into stockpiles like the 2x2 steel crates that hold 120 stacks. It's very useful but even better with the Ogre Stacks mod so it can handle more. Project Rimfactory, like Factorio but for Rimworld.
SerenityBun 15 Jun, 2022 @ 12:38pm 
im curious about that digital storage you mentioned
Рlαγζr 🐵 15 Jun, 2022 @ 9:56am 
I'm experimenting with the allowed area to exclude all of the crates and digital storage. I haven't observed it actually hauling anything yet so it may be getting stuck on some multi item tile somewhere.
SerenityBun 15 Jun, 2022 @ 9:36am 
yeah this mod seems to have some small priority issues, and also other stuff. it will try to interact with stuff that it cant, and will repeat that over and over again. it also has trouble acknowledging storage containers that may have lower priority for a reason (Item teleporter which allows the teleport of items near crafting stations for example), so you'd have to exclude the area of the teleporters if you use those
Рlαγζr 🐵 15 Jun, 2022 @ 9:31am 
Ok I've figured out it's my hauler drones. If I tell them to lockdown and return to their stations (turning them off it's super smooth). I can turn the teleporter back on and it seems to be coping, at least with what it can do. So my speed problems are a hauling issue it seems. I think I can work with this.
Рlαγζr 🐵 15 Jun, 2022 @ 9:25am 
The pauses became a thing after I started using it. I turned it off. I uninstalled it. I've finished all my constructions. Maybe it's the pushers I have reorganising stuff because I've started using Ogre Stacks. Hmm.
SerenityBun 15 Jun, 2022 @ 9:21am 
the more stacks it is trying to transfer at a time, the harder the pauses. if you're already experiencing pauses with only one stack at a time, then it might not be going too well on your end
Рlαγζr 🐵 15 Jun, 2022 @ 9:06am 
Default settings were 200 and 1. It seems to have some brief pauses. What should I lower it to?
Рlαγζr 🐵 15 Jun, 2022 @ 8:43am 
I might give it a try once my SOS2 ship hull tile construction is done. That's really taking it down to 4fps. I've increased construction speed to 400% to get it done quicker and enabled Rimworld to run in the background. It might be fine if it's just the same tile stacks issue because it's mainly stuff scattered around the map rather than expecting it to take stuff from crates. I just want to put stuff into the crates not necessarily take it out. Once it's in the crates I can automate its use mostly. Thanks for the quick reply.
SerenityBun 15 Jun, 2022 @ 8:08am 
on another note it'd be awesome for someone to be able to pick up on this and maybe iron out the present issues somehow. especially for solo colonist runs, this mod is a blessing.
SerenityBun 15 Jun, 2022 @ 8:06am 
it might work, it's just having trouble interacting with single cell stack containers like LWM's deep storage or those that depend on that. this behaviour is somewhat shared with vanilla (pawns usually dont like to store stuff on the same cell at the same time)

you can use it, but i personally recommend trying it by setting the amount of items teleported to 1 at a time and changing the frequency to your liking. i use a frequency of 10. if it fails to work in this case, then usually it's not much of an impact on performance, while with higher amounts at a time the game would freeze everytime it fails to transfer items
Рlαγζr 🐵 15 Jun, 2022 @ 7:53am 
Does this thing still work then? Because it sounds like it would be really useful. I'm using Ogre Stacks though and the storage crates from Project Rimfactory so if it doesn't work with that then I can't really use it.
ジャッキー・ザ・トキ 22 May, 2022 @ 4:30pm 
1.2?
rulezberg  [author] 5 Mar, 2022 @ 10:59am 
Hello everybody, thanks for all the comments. Unfortunately, life doesn't permit me to work on the mod anymore. My plan is to open source it soon, so that another modder can perhaps pick up where I left off.
Redeye 43 4 Mar, 2022 @ 9:32pm 
Another note, hate to spam up the comments, but- an interim solution is to use OgreStack and turn the stacks WAY up if you don't particularly care for realism/game balance.
Redeye 43 4 Mar, 2022 @ 9:31pm 
I really wish this mod worked with Deep Storage. It's excellent and very helpful, but the incompatibility is very annoying.

Recomment to make modder's life easier if they decide to edit: the primary problem is that the mod works up until a full stack is done. Probably what's needed is a check to see if the target is a Deep Storage entity, and if it is, to check if all its cells are occupied; if so, then to check for any stacks of the target item and see if they're full, filling them if not.
SerenityBun 1 Mar, 2022 @ 2:28pm 
@Monkey it's because of stuff not being able to get teleported into storages, most commonly happening due to storages with multiple stacks on one cell. the Haulteleporter (and also Pawns in general) have a few issues with putting the same thing on the same cell most of the time