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Author Topic: 34.11 hauling issue  (Read 5280 times)

Dranikos

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Re: 34.11 hauling issue
« Reply #15 on: June 25, 2012, 03:31:06 am »

close pile without barrels that gives to the one that uses barrels? that could work.  especially if you enable wheelbarrows on one or both, which will limit how many haulers are tasked at any one time.

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.

But AFAIK, wheelbarrows are only useful for stone stockpiles.  Not sure they're very useful for most of the other stockpiles.
Wheelbarrows are also good for heavy furniture items, such as those *gold cabinets*.

And metal bar bins.  Those get pretty heavy.
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46852

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Re: 34.11 hauling issue
« Reply #16 on: June 25, 2012, 11:48:30 am »

close pile without barrels that gives to the one that uses barrels? that could work.  especially if you enable wheelbarrows on one or both, which will limit how many haulers are tasked at any one time.

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.

But AFAIK, wheelbarrows are only useful for stone stockpiles.  Not sure they're very useful for most of the other stockpiles.
Wheelbarrows are also good for heavy furniture items, such as those *gold cabinets*.

And metal bar bins.  Those get pretty heavy.

Ok this bug seems to be affecting almost every part of my fortress currently... cloth industry (every part of it), farmers, metal item melting... very annoying, I hope it's tagged as a major/critical in the bug tracker?
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ohgoditburns

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Re: 34.11 hauling issue
« Reply #17 on: June 25, 2012, 12:55:03 pm »

Feature not a bug.

Lugging around a bin full of metal bars should be hard. The bug would be if those bins don't get properly loaded into wheelbarrows or minecarts.
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46852

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Re: 34.11 hauling issue
« Reply #18 on: June 25, 2012, 02:00:51 pm »

Feature not a bug.

Lugging around a bin full of metal bars should be hard. The bug would be if those bins don't get properly loaded into wheelbarrows or minecarts.

If it's a feature, it's a crappy one then.

We don't want them to lug around bins full of metal bars just to get that one extra metal bar to the stockpile!

Workshop orders getting canceled because all your seeds/cloth/dyes/whatever are being hauled around the fortress for nothing is not a "hauling improvement", it's quite the contrary.

The solution of designating auxiliary containerless stockpiles works, but it partially destroys the usefulness of the new stockpile commands (give/take) and also makes containers more of an annoyance than useful items.
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khearn

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Re: 34.11 hauling issue
« Reply #19 on: June 25, 2012, 02:27:15 pm »

I'd call it an "unintended consequence". The feature is that a dwarf going to pick up a pile of clothes that an ex-dwarf was recent wearing no longer has to make a dozen trips back and forth carrying one sock, one sock, one shoe, one shoe, one glove, etc. Now he just carries a bin to the pile of clothes, shoves them all in the bin, and takes the bin back to the stockpile. When it works, it's nice. But the new behavior also kicks in when there is just one item to carry, and then it's not so nice. Toady just needs to tune it a bit so that it only happens when there are enough things to make it worthwhile.
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Muddy Mudstone

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Re: 34.11 hauling issue
« Reply #20 on: June 25, 2012, 02:43:03 pm »

The solution of designating auxiliary containerless stockpiles works,

It reduces the risk by making the distance they haul the barrel shorter. They still haul the barrel over to the containerless stockpile and back again, and jobs can still be cancelled as a result.

What's needed here is the dwarf doing the hauling to look around and count the objects before deciding whether to get a barrel or not. Looking at things and counting them is a bit advanced for dwarfs, but maybe one day.
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Sutremaine

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Re: 34.11 hauling issue
« Reply #21 on: June 25, 2012, 03:42:47 pm »

The bug would be if those bins don't get properly loaded into wheelbarrows or minecarts.
Do they use wheelbarrows for bin-loading jobs?
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darkrider2

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Re: 34.11 hauling issue
« Reply #22 on: June 25, 2012, 05:36:29 pm »

I've seen them carry a bin in a wheelbarrow before. The problem with that though is that a stockpile using wheelbarrows won't create the mass collection hauling that barrels and bins do. Se even though a wheelbarrow can hold an entire bins worth of crafts, whats most likely to happen is dwarves will take the wheelbarrow down, collect a bin with a single object in it and then use the wheelbarrow to go back and forth, making a whole 'nother trip for every object that could have been in the bin to begin with, and placing them in the bin one by one.

If wheelbarrows produced multiple collection hauling tasks like bins do I would be really happy.
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McBeardy

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Re: 34.11 hauling issue
« Reply #23 on: June 25, 2012, 09:59:53 pm »

Feature not a bug.

Lugging around a bin full of metal bars should be hard. The bug would be if those bins don't get properly loaded into wheelbarrows or minecarts.

Weight slowing down dwarves makes sense, but that's not the problem here. Its the fact that a dwarf pick up a container full of items just to go get and store another item. My example was that instead of one of my dwarfs picking up a seed and bringing it back to a stockpile, he would instead pick up the container holding my other seeds and bring it to the seed that need to be stored. So the problem is that my farmers can't get seeds cause Urist McHaulsAlot is to busy lugging around all my seeds just to store one seed.
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krenshala

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Re: 34.11 hauling issue
« Reply #24 on: June 25, 2012, 10:20:45 pm »

Its not just how you put it, McBeardy.  He grabs the seed bag, carries it out to your seed and puts it in the bag.  Then he drops the bag on the ground to go back to the seed stockpile for the seed barrel in order to put the bag back into it!  Two trips for what should have been a carry seed (1) to stockpile job.
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knutor

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Re: 34.11 hauling issue
« Reply #25 on: June 25, 2012, 10:53:14 pm »

Is the butcher workshop, failing to butcher hunted corpses a feature or a bug?  Yes, yes, outside hauling is on.  The hunted corpse is sitting in the corpse stockpile right next to my butcher workshop. 

It appears, the player now needs a built Kitchen workshop, for the Butcher workshop to function, or things to get butchered.  Or some kind of stockpile with correct hauling, or whatever, track system, dunno.  Still a track laying noob.  All I know is my hunted giant ostrich corpse sat unbutchered for the longest time.  And then, like a miraculous miracle..

An architect built a kitchen, BANG, like Emeril!  It gets butchered, immediately after the kitchen is built, and the fat is then hauled off to the kitchen, immediately!  Like hardly any pause.  But for what felt like weeks that hunted giant ostrich corpse sat there, never touched right next to the butcher workshop, like it had mononucleoses. 

Somewhere if these new features are going to happen, a prerequisite description, should be mentioned, shouldn't it?  Like greying butcher workshop out, until a kitchen workshop is built.  Destroying both, when the kitchen is destroyed.  That makes sense to me, but as it is, is confusing.  I know the last 3 [34.11]fortresses I tried to build, I goofed up big time.  This thread explains a lot.

Glad I read this thread, thanks for starting it.  Knutor
« Last Edit: June 25, 2012, 10:57:35 pm by knutor »
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McBeardy

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Re: 34.11 hauling issue
« Reply #26 on: June 25, 2012, 11:37:12 pm »

Its not just how you put it, McBeardy.  He grabs the seed bag, carries it out to your seed and puts it in the bag.  Then he drops the bag on the ground to go back to the seed stockpile for the seed barrel in order to put the bag back into it!  Two trips for what should have been a carry seed (1) to stockpile job.

Yes exactly, thank you. I had a hard time coming up with my poor explanation as it was.
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Sutremaine

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Re: 34.11 hauling issue
« Reply #27 on: June 25, 2012, 11:53:46 pm »

It appears, the player now needs a built Kitchen workshop, for the Butcher workshop to function, or things to get butchered.  Or some kind of stockpile with correct hauling, or whatever, track system, dunno.
Seems unlikely. What was your idler count while you were waiting for the corpse to be butchered, did you have any mass hauling* jobs going on, and how many dwarves do you have with Butchery enabled?

*Or mass anything. Jobs have a loose FILO ordor, and 'butcher corpse x1' followed immediately by 'pick up stuff and drop it somewhere else x100' or 'build wall x100' is going to delay the butchery job greatly.
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knutor

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Re: 34.11 hauling issue
« Reply #28 on: June 26, 2012, 01:10:19 am »

3 butchers, 3 haulers.  1 hunter.  2 cooks.  Easy to test.  Still only have starting 7 dwarfs.  I haven't butchered anything, so it could be a fluke and not a bug.  Your right.  Lets see if it does it the second time.

I'll repeat it.  Destroying that Kitchen to see if next Hunter's kill gets butchered.  Curious, where he dumps his kill, too.  They used to take game kills straight into my Butchery, before the CLT flag went up.  No CLT flags anymore.  I wanna believe that is still the case, but this Giant Ostrich was in the corpse stockpile.  Then to Butchery, the minute Kitchen was built. 

BRB.  Redoing.  I guess I could record this, and upload it to youtube.  If indeed it was a bug.  I'm so dumb I hardly find bugs.  Knutor
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Corai

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Re: 34.11 hauling issue
« Reply #29 on: June 26, 2012, 01:11:02 am »

3 butchers, 3 haulers.  1 hunter.  2 cooks.  Easy to test.  Still only have starting 7 dwarfs.  I haven't butchered anything, so it could be a fluke and not a bug.  Your right.  Lets see if it does it the second time.

I'll repeat it.  Destroying that Kitchen to see if next Hunter's kill gets butchered.  Curious, where he dumps his kill, too.  They used to take game kills straight into my Butchery, before the CLT flag went up.  No CLT flags anymore.  I wanna believe that is still the case, but this Giant Ostrich was in the corpse stockpile.  Then to Butchery, the minute Kitchen was built. 

BRB.  Redoing.  I guess I could record this, and upload it to youtube.  If indeed it was a bug.  I'm so dumb I hardly find bugs.  Knutor

He dumps it in the dining hall then moved to refuse.
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