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Author Topic: 34.11 hauling issue  (Read 5273 times)

knutor

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Re: 34.11 hauling issue
« Reply #30 on: June 26, 2012, 02:20:12 am »

@Sutremaine and Corai,

Hunter hauled this Ostrich corpse back to corpse stockpile, while Kitchen was slated for removal.  Bout 30s went by, and Kitchen got removed.  A barrel plopped out of it.  Now I have just a Corpse/Refuse stockpile with the Ostrich corpse and Butchery.  Observing the 3 butchers behaviors.  For next 10min, starting now.  BRB.  Knutor

Incidentally, I have more skills in that previous post up there, than dwarfs, because some skills overlap, not because I cannot count.  In case ya made that association and figured me for a fool. 

UPDATE:  Okay figure me for a fool.  Another butcher came and butchered it, without the Kitchen.  Then to make certain I waited for hunter to bag another kill.  Giant Thrip, he hauled this one right into Butchery and left to die to a Giant Cave Spider.  That Thrip was butchered without a Kitchen too.  I'm wrong, unless the first Butchered corpse has different rules.  Which I doubt it has, prolly just a incorrect coincidental observation.
« Last Edit: June 26, 2012, 02:31:12 am by knutor »
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Darkening Kaos

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Re: 34.11 hauling issue
« Reply #31 on: June 26, 2012, 03:09:14 am »

My problem with hunting is that the hunter brings his kill back and drops it off at the butchers, then a hauler picks up the corpse and takes it to the refuse stockpile, then the butcher goes to the corpse drags it back to the workshop and butchers it.....surely that is not the intended procedure.

For the farms, a barrel-less stockpile for mature pants works great, but haulers will still get a barrel and load up just one plant, if another plant goes into the stockpile, a new hauling job is created and a different hauler does the job.

As for someone who dumps several worn out articles of clothing, I've seen a number of haulers carrying bins out to the pile and only pick up one article each, leaving the rest of the pile for other haulers.
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JohnieRWilkins

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Re: 34.11 hauling issue
« Reply #32 on: June 26, 2012, 03:42:53 am »

The solution is to delete your refuse stockpile. Dwarves deserve to revel in miasma.
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Darkening Kaos

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Re: 34.11 hauling issue
« Reply #33 on: June 26, 2012, 03:54:53 am »

So far as I have witnessed, the intended and desired hauling activity only occurs in one situation, and that is when the container is first made and it is then used to collect any applicable objects that may be scattered over several other stockpiles or just laying around somewhere.  And the thing with this is, you have no choice in what stockpile the container is going to be used for, {typically the closest stockpile that is full and has room for a container}.
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The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Pirate Bob

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Re: 34.11 hauling issue
« Reply #34 on: July 25, 2012, 10:08:34 am »

I've been trying to mod 34.11 to include an "evil" race that includes orcs, nightwings, strangers, etc all as castes of a single creature, and I think I've created some weird hauling bugs.  If the bugs are of my own creation, I'll sort them out myself, but I wanted to make sure that I haven't run across one of the standard 34.11 hauling bugs.

Specifically, I embark, designate a bunch of trees to be cut and an appropriate pile to hold wood, and everything seems to be going fine for a bit and the pile is filling up.  Then after a few minutes I notice that several of my haulers are standing around next to the wagon holding logs.  They all claim to have "no job" and designated jobs that they should do (like building workshops) are ignored.

I tried a quick vanilla fortress and didn't see this problem, and I also didn't find it mentioned in the bug tracker or the forums.  I assume I have somehow messed up my entity/creature definition, and if that's the case I will just start over from dwarves and slowly morph them into my evil creations until I run into issues.  However, before I do all that I wanted to check that this isn't just hauling bug #XXX that for some reason I can't find...

Thanks in advance for any help!

VerdantSF

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Re: 34.11 hauling issue
« Reply #35 on: July 25, 2012, 11:14:32 am »

That fix works for so many things (plant harvesting, etc).

No-Barrel Stockpile that takes from anywhere -> Takes-Barrels Stockpile that only takes from links, which then feeds a stockpile specifically used by the workshop.  The No-Barrel and Takes-Only-From-Links stockpiles can just be two halves of what used to be a single stockpile.

As long as you have two separate stockpiles, one set to gather everywhere then give to the main stockpile, both can use the appropriate containers.  After the haulers go off and collect things using barrels/bins from the gathering pile, the containers in the main pile are left alone to feed the workshop/farm.  Once the haulers bring the items back to the gathering pile, they're transferred over to the main pile, leaving the containers empty and ready to start again.  There shouldn't be any cancel spam from the workshop, since they're only getting mats from the main pile, leaving the gathering pile to collect things efficiently as intended.
« Last Edit: July 25, 2012, 11:22:04 am by VerdantSF »
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Veylon

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Re: 34.11 hauling issue
« Reply #36 on: July 26, 2012, 12:44:24 am »

What should happen is that a dwarf should grab an empty bin, drag it out pick up all the stuff, and then bring it back and dump the contents into one of the partially-full bins. Ditto for bags. That would fix most of the problems we're having here. Each stockpile could be assigned X empty bins the way wheelbarrows are assigned now or something.
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