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Author Topic: How to optimize hauling?  (Read 1138 times)

taptap

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How to optimize hauling?
« on: October 24, 2014, 03:15:34 am »

My situation: 30 adults (popcap), 6 full-time military, effectively all industries set up. Long vertical distances on the map. Magma workshops at 120 z levels below agriculture. Low resources (neither iron ore nor cassiterite on embark or even in my civ - in a pocket world), but sand and normal clay at soil level. Feeder stockpiles are almost always close to workshops. I partly use quantum stockpiles, mainly around the forges and for masonry. So far this has worked fine (no hauling of metal bar bins to pick up traded metal bars, easier linking of stockpiles etc.). Tried to specialize hauling labors, but did not get very far (only basic things like woodcutter does not haul wood).

My problem: Several items are used in multiple places (empty bags for dye quern, food quern, sand collection, potash at kiln and to fertilize) or require long hauls (sand/clay collections) - making a subsidiary workshop close to the collection zone (I did) kills the manager for the industry in question and still leaves me with hauling filled sandbags / clay down 120 z levels and empty bags back up again 120 z levels. I could move agriculture to the caverns just a little above magma, but the soil there is peat not sand/clay, so no help for the industries.

Short of building a powered minecart system, what can I do to optimize my hauling? Especially for the nightmare industries (glass, pottery).
« Last Edit: October 24, 2014, 03:18:53 am by taptap »
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ptb_ptb

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Re: How to optimize hauling?
« Reply #1 on: October 24, 2014, 03:26:58 am »

Hauling! ***A!@#$^!@#%!

OK, I've got that out of my system. Now to read your post.

...

Right. Down is easy, if you don't mind a bit of micromanagement.
Top: Hatch, lever, long drop. (I've had a dwarf 'mysteriously fall' when just relying on them dropping things down a hole. I think he was pushed).
Bottom: One space behind (usually forbidden) door.

If you spend time building up a real big stock of sandbags / clay on that hatch you can then forget about it for a good while.

I guess your real problem is that your magma is far down. You don't need a huge amount of it, just enough to power a few things. Sounds like a job for a Magma Piston to me.

Oh yeah, another option is to use a sneaky trick to get a clay/sand floor tile or two down at the bottom. Involves spoilers. :P
« Last Edit: October 24, 2014, 03:29:52 am by ptb_ptb »
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taptap

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Re: How to optimize hauling?
« Reply #2 on: October 24, 2014, 03:44:11 am »

You mean the pit -> water -> mud -> construct floor -> remove floor -> soil trick? (I haven't tried in this embark, but the default soil seems to be peat here.)


Reading the wiki, it appears this has nothing to do with mud, but all with the position. I will try that.
« Last Edit: October 24, 2014, 04:03:48 am by taptap »
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ptb_ptb

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Re: How to optimize hauling?
« Reply #3 on: October 24, 2014, 03:48:01 am »

You mean the pit -> water -> mud -> construct floor -> remove floor -> soil trick? (I haven't tried in this embark, but the default soil seems to be peat here.)

Actually I meant the similar SMR trick. Does the pit one still work? Some stuff changed recently in DF2014.
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taptap

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Re: How to optimize hauling?
« Reply #4 on: October 24, 2014, 04:05:58 am »

Actually I meant the similar SMR trick. Does the pit one still work? Some stuff changed recently in DF2014.

Have to try these things out.

You not hauling anymore, how did this happen? (Powered minecart system?)

ptb_ptb

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Re: How to optimize hauling?
« Reply #5 on: October 24, 2014, 04:29:06 am »

You not hauling anymore

Er? I don't think I said that.

I have tried various tricks to minimize problems. Such as having farming in a 'no bag zone' to stop seed hauling problems. It makes a huge difference in planting efficiency.
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taptap

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Re: How to optimize hauling?
« Reply #6 on: October 24, 2014, 04:43:21 am »

seed hauling problems

This is an area I never had problems in. I happily let them haul seeds in bags. I only make sure I don't have to pick up seeds (and carrying the seed bags around the whole fortress in the meantime) from the dining rooms by having stockpiles for exclusively prepared food adjacent to the dining rooms.