Bay 12 Games Forum

Please login or register.

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

Author Topic: Issues with dead animals and items not being hauled  (Read 2142 times)

GhostDwemer

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #15 on: November 08, 2016, 03:00:40 pm »

Yeah, it makes no sense that garbage dumping and refuse hauling are both included in the same standing order, when one is automatic and the other is by designation. Is there any possible scenario where I would want something I specifically designated to be dumped to be ignored instead, simply because it is above ground? It makes ZERO sense.
Logged

Grimmrog

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #16 on: November 08, 2016, 03:59:48 pm »

ok I have soem more trouble with "outside" stuff.

we just killed a roc, yet it seems to not get butchered, it just lies there, but assignign to butcher a dead animal at the butchery says there is no unrotten corpse


so how do I get all that valuable meat now?

also, I have that pile of thread, which lies there for AGES, and it seems also to not be hauled, even if I have a dedicated stockpile below which has all threats enabled.
What they have in common is they are labelled as "<animal> hair thread" but i cannot find this sort of thread in the stockpile anywhere to enable.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #17 on: November 08, 2016, 04:40:50 pm »

Butcheries have a rather short "sensory range" within which they pick up "free" corpses to butcher. They do take from refuse stockpiles anywhere, though, so you need to either get it hauled to a refuse stockpile where the butchery can "sense" it, or designate it for dumping right next to the butchery (can be a bit further away, but when already hauling, why not go most of the way?).

Animal hair thread goes into the wool thread portion of a cloth stockpile, I believe, but might not if you've used "block all" and then enabled the 3 kinds of wool thread visible (or is it 4? Is troll listed?). The only thing they're good for is suturing in the hospital (unless they've gotten some use in book binding). I generally try to get rid of it via the garbage truck service, a.k.a. caravans.
However, the only reason I see why you should have a pile of thread lying around is because you've either dumped it earlier or deconstructed a farmer's workshop where they were spun. Check that they're not 'f'orbidden.
Logged

Grimmrog

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #18 on: November 08, 2016, 05:20:47 pm »

oK, thx making a refuse helped to gather soem animals, yet the rock wasn't gatehred, so I made a own butchery nextt o the roc which now worked. Is the rock too ehavy to behauled?

The thread is there because I did decosntructed the farmes workshop. but looks like ti is then just for the hospital, because yes the stockpile only knows thoe 4 types of thread. good to know.

thx a lot.
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #19 on: November 08, 2016, 08:44:00 pm »

Animal thread will only be hauled to a hospital if it is set to take a thread, not stockpile. Easy way to test this is to do a play now embark, deconstruct wagon, butcher one wagon-puller, spin the resulting thread and then make a cloth stockpile: It will not get hauled.

Whole bodies of even normal-sized creatures are usually noticeably heavy, which is why I use wheelbarrows in my refuse piles. But I think it just didn't get tasked, since otherwise building a butchery next to it wouldn't have worked.

redsector

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #20 on: November 08, 2016, 09:26:17 pm »

oK, thx making a refuse helped to gather soem animals, yet the rock wasn't gatehred, so I made a own butchery nextt o the roc which now worked. Is the rock too ehavy to behauled?

If stuff isn't hauled to existing refuse stockpiles and you don't want to build new butcher's shops all all the time, you can also just designate a new, 1-tile refuse stockpile right under the corpse. This should make existing butcher's shops notice the corpse and your designated butcher will come pick it up from anywhere. AFAIK, nothing is too heavy for a dwarf to carry, though exceptionally heavy stuff like huge corpses will slow down even the strongest of dwarves quite a lot.
Logged

Loci

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #21 on: November 08, 2016, 09:43:17 pm »

Yeah, it makes no sense that garbage dumping and refuse hauling are both included in the same standing order, when one is automatic and the other is by designation.

I already explained that dumping can be automated as well.


Is there any possible scenario where I would want something I specifically designated to be dumped to be ignored instead, simply because it is above ground?

A sudden siege. Nasty weather. More pressing business elsewhere (like putting ghosts to rest). Hostile wildlife. Etc.
Logged

Grimmrog

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #22 on: November 09, 2016, 10:47:26 am »

Yeah, it makes no sense that garbage dumping and refuse hauling are both included in the same standing order, when one is automatic and the other is by designation.

I already explained that dumping can be automated as well.


Is there any possible scenario where I would want something I specifically designated to be dumped to be ignored instead, simply because it is above ground?

A sudden siege. Nasty weather. More pressing business elsewhere (like putting ghosts to rest). Hostile wildlife. Etc.

when i mark an item for beign dumped I will surely check before if such a situation is present and then I will surely not mark half the map with such manual commands. So when i assign it because I want it to be done. The global settinsg si exactly for preventing everyone going for the detah on the other side of the map during a siege.
Logged

GhostDwemer

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #23 on: November 11, 2016, 05:48:37 pm »

Yeah, it makes no sense that garbage dumping and refuse hauling are both included in the same standing order, when one is automatic and the other is by designation.

I already explained that dumping can be automated as well.


Is there any possible scenario where I would want something I specifically designated to be dumped to be ignored instead, simply because it is above ground?

A sudden siege. Nasty weather. More pressing business elsewhere (like putting ghosts to rest). Hostile wildlife. Etc.

Sorry, not trying to be difficult here, but I have never seen the game auto mark anything with a D for dumping. In what circumstances does the game mark items with a purple "D" meaning "dump this item in a garbage zone?" I'm not talking about refuse hauling to a refuse stockpile, there is a difference. I'm talking about the designation. You say it can be automated, but I have not seen it (without using dfhack, that is.) In what circumstances have you seen the base game designate items for dumping?
Logged

Loci

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #24 on: November 12, 2016, 07:48:45 am »

Sorry, not trying to be difficult here, but I have never seen the game auto mark anything with a D for dumping. In what circumstances does the game mark items with a purple "D" meaning "dump this item in a garbage zone?" I'm not talking about refuse hauling to a refuse stockpile, there is a difference. I'm talking about the designation. You say it can be automated, but I have not seen it (without using dfhack, that is.) In what circumstances have you seen the base game designate items for dumping?

There's a difference between *designating* something for dumping (with the purple "D"), and *dumping* something. Specifically, I did not claim that the former could be automated, but that the latter can. To enable automated dumping (without the purple "D"):

1.) Open the standing orders menu
2.) Open the refuse sub-menu
3.) Using the keys indicated, toggle the settings from "save" (i.e. store in a stockpile) to "dump"
4.) Your dwarves will now automatically dump those types of refuse in a garbage dump zone

Logged

GhostDwemer

  • Bay Watcher
    • View Profile
Re: Issues with dead animals and items not being hauled
« Reply #25 on: November 12, 2016, 11:10:42 am »

Sorry, not trying to be difficult here, but I have never seen the game auto mark anything with a D for dumping. In what circumstances does the game mark items with a purple "D" meaning "dump this item in a garbage zone?" I'm not talking about refuse hauling to a refuse stockpile, there is a difference. I'm talking about the designation. You say it can be automated, but I have not seen it (without using dfhack, that is.) In what circumstances have you seen the base game designate items for dumping?

There's a difference between *designating* something for dumping (with the purple "D"), and *dumping* something. Specifically, I did not claim that the former could be automated, but that the latter can. To enable automated dumping (without the purple "D"):

1.) Open the standing orders menu
2.) Open the refuse sub-menu
3.) Using the keys indicated, toggle the settings from "save" (i.e. store in a stockpile) to "dump"
4.) Your dwarves will now automatically dump those types of refuse in a garbage dump zone

Aha! Thank you, that all makes sense now. I had never realized what that option was for, and had never played around with it. It sounds like I have been doing things all wrong! I've been setting up refuse stockpiles, but those occasionally get full, especially when doing a lot of butchering, leading to miasma. I have on occasion set up minecart based quantum stockpiles, but if I do this outdoors to stop miasma, then I also need to turn on outdoor garbage collection, which leads to dwarves rushing out to pick up enemy corpses, or setting corpses to auto-forbid, and enemies killed underground being left there.
It sounds like I can simply change the standing orders to dump and have my dwarves dump all garbage to a single square. That is MUCH more convenient.
Logged
Pages: 1 [2]