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Author Topic: If Toady One "fixes" hauling....  (Read 19764 times)

MrWiggles

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Re: If Toady One "fixes" hauling....
« Reply #135 on: April 04, 2012, 06:12:02 am »

Animal Power is noted under expanded mechanics on the Dev Page, but yea, I'd be cool to have animal powered cargo carts.
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nenjin

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Re: If Toady One "fixes" hauling....
« Reply #136 on: April 04, 2012, 08:49:50 am »

Animal power would directly impact how much I care about grazing. I want to put those bums to work!
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SRD

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Re: If Toady One "fixes" hauling....
« Reply #137 on: April 04, 2012, 08:50:34 am »

pfft, I'd rather make my haulers do this 'animal power' and keep butcher the horses.
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Geneoce

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Re: If Toady One "fixes" hauling....
« Reply #138 on: April 04, 2012, 09:01:42 am »

But if draft animals can power things as young, you could just rotate out as they get older and more profitable.

Now all we need is glue making processes implemented...
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SkyRender

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Re: If Toady One "fixes" hauling....
« Reply #139 on: April 04, 2012, 11:05:45 am »

 These new changes will make it all the easier to make a "Kanban Fortress".  I approve.
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GoldenShadow

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Re: If Toady One "fixes" hauling....
« Reply #140 on: April 04, 2012, 11:20:16 am »

These new changes will make it all the easier to make a "Kanban Fortress".  I approve.

Whats that?
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Girlinhat

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Re: If Toady One "fixes" hauling....
« Reply #141 on: April 04, 2012, 12:17:31 pm »

www.lmgtfy.com/?q=kanban

I don't think kanban would work in DF..  Well possibly.  It depends on how "programmable" carts are.  If you can designate a cart "remain at this station until empty" then you can have a cartful of pants.  When it becomes empty, then it will return to the clothier's shop, triggering a pressure plate that unlocks the door and allows the clothier in to produce more pants.  When the pants quota is reached and the cart is restocked, it's sent back down the line, triggering a second pressure plate that removes the dwarf from the workshop (likely water-related) and locks the door, shutting down production.

If that works half as well as it should work, then you end up with a fairly constant stream of clothing produced via cart automation, only producing pants when needed and having a very low overstock amount, which is ideal for industry.  The less stock sitting about collecting dust, the higher your profits!

I may try to include some form of Kanban system in Minecraft now.  I've been toying with carts quite a bit...

fritz04

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Re: If Toady One "fixes" hauling....
« Reply #142 on: April 04, 2012, 04:38:13 pm »

Not sure if anyone else does this, but I usually set up a custom profession in dwarf therapist that is hauling + masonry.  Then when I go about mass construction efforts, (several z-level high walls around the map, large towers, pyramids, etc.) I have about 50 random dorfs building them instead of one who gets himself stuck every five minutes.
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