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Author Topic: Issue with the new hauling system  (Read 7322 times)

krenshala

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Re: Issue with the new hauling system
« Reply #15 on: June 13, 2012, 07:33:45 pm »

I've run into this as well, though it was someone putting leftover seeds in the seed stockpile.

Here is what I posted to the bug report in Mantis:

1 ) dwarf eats plump helmet and leaves a plump helmet spawn (PHS) on the ground (haven't gotten the first wave, let alone tables, yet)
2 ) miner decides to put the PHS into the seed stockpile next to the underground farm
3 ) miner walks to the stockpile and pulls a bag out of the barrel in the seed stockpile
4 ) miner walks to the PHS and puts it in the bag, then moves a few tiles over and picks up another. cool, multi-hauling working as planned!
5 ) miner drops the bag on the ground! wait, what?!
6 ) miner walks back to the seed stockpile and picks up the barrel he originally got the seed bag out of
7 ) miner walks with the barrel back to the seed bag he dropped, and puts the bag into the barrel
8 ) miner walks the barrel back to the seed stockpile and replaces it into its spot.
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Quote from: Haspen
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Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Sutremaine

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Re: Issue with the new hauling system
« Reply #16 on: June 14, 2012, 12:48:00 am »

There are a few solutions here. One is to not use your broker for mining or woodcutting (or hunting, but I don't think anyone does that with their broker). Another is to have two weapon stockpiles, one with bins and for everything but axes and picks and one with no bins and for picks and axes only. Another is to let anybody do the trading. Another is to appoint a new broker. One with Judge of Intent will allow you to gauge the trader's mood, and Appraiser isn't necessary unless you've gone into the trade screen already and hoovered up all the Appraising XP for that caravan.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Snaake

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Re: Issue with the new hauling system
« Reply #17 on: June 14, 2012, 05:22:37 am »

And another is to set a burrow with only the trade depot in it and put the broker in there when you want him to trade.
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luppolo

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Re: Issue with the new hauling system
« Reply #18 on: June 14, 2012, 05:42:52 am »

the way i see it, if to do things properly with the new system you got to double the stockpiles (one for gathering, one for storing in containers) it means the system is broken

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khearn

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Re: Issue with the new hauling system
« Reply #19 on: June 14, 2012, 12:03:42 pm »

And another solution would have been to undesignate the area he was mining. Or just let him finish mining, it would have been quicker than traversing 300+ levels of stairs. But the point is that any time you turn off mining/woodcutting/hunting you'll get this crazy "drop the item then go fetch the bin" behavior instead of the preferred "hang onto the item while you carry it to the bin".
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

Srial

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Re: Issue with the new hauling system
« Reply #20 on: June 14, 2012, 12:24:03 pm »

the way i see it, if to do things properly with the new system you got to double the stockpiles (one for gathering, one for storing in containers) it means the system is broken

That just means the system is Dwarf Fortress.   
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ohgoditburns

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Re: Issue with the new hauling system
« Reply #21 on: June 14, 2012, 02:15:34 pm »

Except now the stockpiles are tiny... namely, one square.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.

k9wazere

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Re: Issue with the new hauling system
« Reply #22 on: June 14, 2012, 04:00:24 pm »

Quick question, because I'm relatively new here.

Is this another one of those fan forums where, if you make a suggestion that the current system isn't perfect, you get a load of "learn 2 play" replies? Because those are my least favourite places on the 'net.

Here's another problem:
Seed left on table in dining room
Hauler goes to fetch seed bag from farming area (50 z-levels below dining room)
Hauler picks up seed bag
Farmer cancels plant seeds - no plump helmet spawn
(there are seeds, but they're now being hauled so aren't *available* to the farmer)
Hauler carries bag (with 100s of seeds in it) to dining area, adds 1 seed
Hauler carries bag back to farm area and seed stockpile
Farmers who are now in meeting area, 50 z-levels above the farms, now all rush to plant a seed
Meanwhile, another seed is left on dining room table....


There is actually less you can do about this problem. You cannot stop seeds from being stored in bags, unless there are no bags available.
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ohgoditburns

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Re: Issue with the new hauling system
« Reply #23 on: June 14, 2012, 04:40:19 pm »

If you don't let your dwarves eat raw plants, you won't have a seed problem.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.

k9wazere

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Re: Issue with the new hauling system
« Reply #24 on: June 14, 2012, 05:20:50 pm »

If you don't let your dwarves eat raw plants, you won't have a seed problem.

Essentially "you must play this way, because flaws in the AI demand it".

Not a very sound argument unless you enjoy playing the same way every time.
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ohgoditburns

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Re: Issue with the new hauling system
« Reply #25 on: June 14, 2012, 05:42:24 pm »

If you don't let your dwarves eat raw plants, you won't have a seed problem.

Essentially "you must play this way, because flaws in the AI demand it".

Not a very sound argument unless you enjoy playing the same way every time.

Unrustle thy jimmies. I don't care how you play. Half of the fun of dwarf fortress is finding workarounds for the bugs in this alpha release.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.

k9wazere

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Re: Issue with the new hauling system
« Reply #26 on: June 14, 2012, 05:57:15 pm »

I have no problem with bugs.

It's when people downplay the bugs, or claim that encountering the bug is somehow the player's fault... and this happens a lot on the 'net, I've found, when people start discussing their favourite games.

Don't get me wrong, I love DF. But I'll call a bug a bug every day of the week, until it's fixed.

And no, I don't expect anyone to take any notice of me whatsoever. That is the beauty of indie development. No design by committee (which breeds awful games).
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weenog

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Re: Issue with the new hauling system
« Reply #27 on: June 14, 2012, 06:05:15 pm »

Quick question, because I'm relatively new here.

Is this another one of those fan forums where, if you make a suggestion that the current system isn't perfect, you get a load of "learn 2 play" replies? Because those are my least favourite places on the 'net.

Not so much of that.  You do, however, get plenty of "learn to play" (and often suggestions of how to) if you suggest something is broken or needs changing just because you're doing it wrong.  If your post amounts to "I've made my central corridor deadly to babies, and now babies are dying and the mothers get mad!"* that's no fault of Toady's, learn to play.

*: Came up with some idiot who tried to subject a whole fortress to frequent danger room training, with predictable results.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

Sutremaine

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Re: Issue with the new hauling system
« Reply #28 on: June 14, 2012, 06:06:06 pm »

Is this another one of those fan forums where, if you make a suggestion that the current system isn't perfect, you get a load of "learn 2 play" replies?
Not so much 'learn to play' as 'learn a way to get around the problem'. DF is an alpha made by one person who'd rather be adding features than bugfixing existing ones, and if we spent all our time bemoaning the imperfections of the system we'd never get anything else done. Given the features that already exist in DF, where's the fun in shrugging your shoulders and doing nothing about whatever problem the game is throwing at you?

Quote
There is actually less you can do about this problem. You cannot stop seeds from being stored in bags, unless there are no bags available.
The announcement spam is annoying, but given current crop yields it's more of an annoyance than a fortress-ender. You could move the dining room, farm, meeting area, and seed stockpile closer together, or you could disable the meeting area (except for when migrants come, as a meeting area encourages them to not hang around at the map edge. An alert burrow will force them inside as well) and give your farmers nice bedrooms to hang around in, or you could use a tree farm or walled-off cavern to get plants via gathering, or you could buy in enough bags of seeds to make a bag usually available, or you could fertilise the fields to make the seeds you do plant go further. But there's nothing saying you must play the game any of these ways, unlike more severe bugs such as the one with miner, woodcutter and hunter uniforms.

I prefer plant gathering myself. A highly-skilled dwarf will always pull up stacks of 4 or 5, and if you have a tree farm then it's good to make more space for trees.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

khearn

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Re: Issue with the new hauling system
« Reply #29 on: June 14, 2012, 06:23:36 pm »

I have no problem with bugs.

It's when people downplay the bugs, or claim that encountering the bug is somehow the player's fault... and this happens a lot on the 'net, I've found, when people start discussing their favourite games.

Don't get me wrong, I love DF. But I'll call a bug a bug every day of the week, until it's fixed.

And no, I don't expect anyone to take any notice of me whatsoever. That is the beauty of indie development. No design by committee (which breeds awful games).

What I see happening here more often is that someone mentions a bug, and people tell them a way (or ways) to work around it. If you want to interpret that as people telling you "learn 2 play", then go ahead. But I think most people are trying to help you learn to play in a way that (mostly) works, instead of butting your head up against the bugs.

Incidentally, if you're trying to report bugs, there is a bugtracker at http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

But if you just want to bitch about bugs, you can do that here. It's common enough. But don't complain if people tell you how to deal with them. That's called "being helpful", and it's actually pretty common on this forum.
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.
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