Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: Please fix hauling!!  (Read 3661 times)

Evrett33

  • Bay Watcher
    • View Profile
Please fix hauling!!
« on: February 03, 2015, 11:35:27 pm »

I am getting super frustrated. Ever since the priorities system was added my dwarves just wont haul anything. 4 straight seasons worth of above and below plants withered on the vine. The barrels from my original embark have not and will not be been moved. An artifact which I gave its own indoor stockpile to got stolen by a kea. All sorts of things never leave the workshop they were crafted at. I have played around with stockpiles. I have turned all the dwarves over to hauling only. But if the game wants to be blind to certain items they dont get moved. Please take a look at the hauling code and see if there isnt something you can do before working on new content. Thanks.
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Please fix hauling!!
« Reply #1 on: February 04, 2015, 12:30:48 am »

I don't have this problem. Can anyone else confirm this?
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: Please fix hauling!!
« Reply #2 on: February 04, 2015, 12:34:44 am »

This sounds like a burrowing problem.
Are any burrows defined? Burrows help restrict where and what jobs dwarves will take. If the dwarves are all assigned to a burrow that does not have those items inside it, they wont take or create jobs to move those items.
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Please fix hauling!!
« Reply #3 on: February 04, 2015, 01:31:25 am »

You should check "o"rders.  Be sure to look especially at "F"orbid and "r"efuse and "W"orkshop.

Evrett33

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #4 on: February 04, 2015, 01:50:34 am »

This is a problem with the game that has persisted through 2 iterations so far. Not some newbie mistake. There are no burrows and orders are unchanged save for allowing pickup of outdoor refuse.
Logged

se5a

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #5 on: February 04, 2015, 01:54:15 am »

Even old hands can forget something.
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Please fix hauling!!
« Reply #6 on: February 04, 2015, 01:54:50 am »

Maybe you can upload a save.
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Kattel

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #7 on: February 04, 2015, 03:09:50 am »

yeah cant say I've experienced this at all.
Logged
Invaders: Our arrows will blot out the sun!
Me: Then we will fight in the SLADE.
I fear that each time it tolled out the hour, some part of our souls would mournfully yearn: "A puppy should have died just now, but didn't."

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Please fix hauling!!
« Reply #8 on: February 04, 2015, 03:14:47 am »

This is a problem with the game that has persisted through 2 iterations so far. Not some newbie mistake. There are no burrows and orders are unchanged save for allowing pickup of outdoor refuse.

I forgot to add FEMALE and MALE tags to a creature within the last 6 months, you can lock all your dwarves in and wonder why they're starving. Everyone makes mistakes, even ones they never thought they could.

Baijiu

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #9 on: February 04, 2015, 03:39:44 am »

I start to have hauling issues when my fort hits 100-200 dwarves. A "fix" I found is to use dfhack because the dfhack autolabor script helps TREMENDOUSLY.

It auto allocates hauling labors, so you always have dwarves "on the job" and it shifts the hauling labour around. It seems to help a lot because in my experience, if you have dedicated peasant haulers eventually they just start partying non-stop and the fortress grinds to a halt. 
Logged

Evrett33

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #10 on: February 04, 2015, 03:56:56 am »

Maybe you can upload a save.

Let me know if this save works.I wish I had an earlier one but you can still see the embark barrels on the hill outside the fort and there should be farms either totally withered or full of food that wont get hauled.
https://drive.google.com/folderview?id=0BxjjKpFscrU4a0N4MVdYNjFUakU&usp=sharing
« Last Edit: February 04, 2015, 03:58:49 am by Evrett33 »
Logged

Larix

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #11 on: February 04, 2015, 05:14:06 am »

You didn't have the relevant foods enabled on any stockpile. The two large food stockpiles accept seeds and seeds only, one stockpile by the butchers accepts fish and meat (no raw fish, though).

Of course plants weren't getting hauled, there was no place for them to get hauled to.

Artefacts are a different matter. One of the common dfhack utilities prevents moving artefact crafts to bin-less stockpiles.
« Last Edit: February 04, 2015, 06:02:42 am by Larix »
Logged

FukkenSaved

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #12 on: February 04, 2015, 05:20:11 am »

Since 0.40.23 everything in DF works fine. Now if anything is wrong the problem rests with the human player.
Logged

Magnus

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #13 on: February 04, 2015, 06:16:56 am »

This is a problem with the game that has persisted through 2 iterations so far. Not some newbie mistake. There are no burrows and orders are unchanged save for allowing pickup of outdoor refuse.

You didn't have the relevant foods enabled on any stockpile. The two large food stockpiles accept seeds and seeds only, one stockpile by the butchers accepts fish and meat (no raw fish, though).

Of course plants weren't getting hauled, there was no place for them to get hauled to.

Artefacts are a different matter. One of the common dfhack utilities prevents moving artefact crafts to bin-less stockpiles.
Logged
Ilrom Ziril - The Peak of Fire:
An epic saga of weregophers and volcano gods.
http://www.bay12forums.com/smf/index.php?topic=148021.0

Borge

  • Bay Watcher
    • View Profile
Re: Please fix hauling!!
« Reply #14 on: February 04, 2015, 06:50:22 am »

I loaded the save and i can confirm that you did not have a food stockpile, your citizens were taking food from the field to eat. The moment i placed a food stockpile nearby it filled up straight away. And your artifact was not stolen, it was just in a bin in the outdoor stockpile. It wasn't moved to the stockpile you made for it inside because the outdoor stockpile also accepted artifact quality wooden scepters, and you didn't make the outdoor stockpile give to the one you created especially for it. Also your outdoor stockpile uses wheelbarrows for its hauling, so only 3 hauling jobs will be undertaken at a time. The only stockpiles you want to use wheelbarrows for are incredibly heavy items, such as metal furniture, stones and ores.



Not some newbie mistake..

« Last Edit: February 04, 2015, 06:58:56 am by Borge »
Logged
Pages: [1] 2 3