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Author Topic: If Toady One "fixes" hauling....  (Read 19753 times)

Nameless Archon

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Re: If Toady One "fixes" hauling....
« Reply #75 on: April 03, 2012, 09:01:46 am »

Or make everyone into masons and spam out blacks.
ಠ_ಠ

I don't think that was intentional, but it garners the look just the same.
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Wannazzaki

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Re: If Toady One "fixes" hauling....
« Reply #76 on: April 03, 2012, 09:07:07 am »

Or make everyone into masons and spam out blacks.
ಠ_ಠ

I don't think that was intentional, but it garners the look just the same.

Doh hoh hoh hoh hoh.
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SRD

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Re: If Toady One "fixes" hauling....
« Reply #77 on: April 03, 2012, 09:10:08 am »

/thread
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GoldenShadow

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Re: If Toady One "fixes" hauling....
« Reply #78 on: April 03, 2012, 09:12:32 am »

I can't find any reference by Toady as to which hauling bugs/inefficiencies he is trying to address, aside from having bins and bags used to collect multiple items. I wonder if a single dwarf puts a TSK on all items that he plans to collect at the start of the haul, or just keeps making the decision on the way.

I hope block bins are exempt from the new change, because I can't think of a situation where multiple blocks need to be picked up, and the hauler would move slowly due to the bin weight.

Urist, Lift with your knees, not your back.

 wonder how this will work. Will they grab empty containers or partialy filled ones from a stockpile? Will they do this everytime? 1 lone sock is in the middle of the floor. Will they get a bin before they fetch the sock, or just put the sock directly into the stockpile?
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SRD

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Re: If Toady One "fixes" hauling....
« Reply #79 on: April 03, 2012, 09:15:31 am »

Perhaps there will be a specific 'hauling' profession which causes them to run around with a bin everywhere they go?
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white_darkness

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Re: If Toady One "fixes" hauling....
« Reply #80 on: April 03, 2012, 10:51:23 am »

@white_darkness: first, Mod the  game to collect sand like clay, and invent golf a la Bullroarer Took(The Hobbit.) Make a weapons trap filled with warhammers, and wait for a.severed part to sail of in an arc.

Wouldn't want sand working as clay lumps though, but I'm glad you caught what I was hinting at.  Good ol' Bandobras Took.  :)

But yeah, could be fun with some sand traps, magma traps, water traps, and other insanity.  Golf at it's finest.
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tahujdt

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Re: If Toady One "fixes" hauling....
« Reply #81 on: April 03, 2012, 11:18:11 am »

That's what I meant, collectable like clay. It's a sand wall either way.
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Re: If Toady One "fixes" hauling....
« Reply #82 on: April 03, 2012, 11:23:11 am »

Hm, plant gathering with a bag = might actually be useful now?

Woodcutting w/ a bin = OP.
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Garath

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Re: If Toady One "fixes" hauling....
« Reply #83 on: April 03, 2012, 11:33:25 am »

logs can't be stored in bins, right? or is that going to change too.
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SRD

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Re: If Toady One "fixes" hauling....
« Reply #84 on: April 03, 2012, 11:37:19 am »

dunno
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Telgin

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Re: If Toady One "fixes" hauling....
« Reply #85 on: April 03, 2012, 12:03:58 pm »

Is there some improved farming mod? Or should tweak growth times myself?
Set GROWDUR to 1000 to make crops take a full season to grow. While a lot of mods have improved farming, you'd be hard pressed to find a mod that only does that so grab one and see how it gets the job done, then apply it to your personal homebrew (even if all you change is farming growth times).

I suppose that's one way to do it.  You'd need bigger fields and more workers... still, I would like for something like this to be vanilla.  It's kind of like fixing whips, it's something that needs to be done but it would be nice for it to be fixed officially.  Farming and whips of course are probably going to both be fixed in time with large and much better updates to the game as a whole.

logs can't be stored in bins, right? or is that going to change too.

No, they aren't stored in bins, and I kind of hope it stays that way.  It would be kind of silly to stick what amounts to most of a tree inside a bin with... more trees.

To be fair, it's also kind of hard to picture how you're fitting an appreciable number of stone blocks in a bin...
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armeggedonCounselor

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Re: If Toady One "fixes" hauling....
« Reply #86 on: April 03, 2012, 12:45:09 pm »

Hauling is cool. These advances will make it far easier to deal with huge mining projects, especially since I like making giant mountain halls for things like stockpile space and workshops. Having to clear out 25x25 tiles of stone is aggravating at best, and I usually just cheat it away.

Lifts would be interesting. I'm thinking a water based counterweight system, for simplicity. That's a big advance that I'm really looking forward to: moving constructions.
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Re: If Toady One "fixes" hauling....
« Reply #87 on: April 03, 2012, 12:51:37 pm »

I kind of wonder how this will affect building and stuff.

Maybe instead of making 25 trips back and forth to grab stones, they can just haul all the rocks they need right next to where they're building.

Or I could use stockpiles, but that would be efficient.
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Kylarus

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Re: If Toady One "fixes" hauling....
« Reply #88 on: April 03, 2012, 01:33:29 pm »

The only crappy part was when the dwarves had to stuff a mutilated cat and all 20 of its teeth into a burial receptacle so the owner wouldn't chimp. Seriously, is it necessary to bury the thing with every last piece of it?!
Urist McChaplain: Dearly bebearded, we gather here today to witness the burial of Urist McCatsplosion. I didn't know the poor thing, but it led a goblin siege into the deboner that Urist McMechanic set up on level 3 and that's all that matters. Urist McHauler, if you'd be so kind.
Urist McHauler: *empties box of bits into a coffin and fishes out the non cat bits*
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slink

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Re: If Toady One "fixes" hauling....
« Reply #89 on: April 03, 2012, 03:04:20 pm »

It will certainly not be the same without my affectionate mental image of burly little drunkards with wild beards racing around carefully holding one seed between the fingers of both hands.  But then, the image has already been degraded a bit by the clothing requirement.   :D
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