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Author Topic: Hauling decline  (Read 2319 times)

Silver

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Hauling decline
« on: July 16, 2008, 08:55:05 am »

Is it just me or has hauling suffered since the new version? My brewer doesn't seem to accomplish anything as every time he crosses a square with someone he drops his barrel and immediately another dwarf hauls his barrel back to the stockpile  ???  he ends up in a loop of accomplishing nothing. I'm not sure if it is the path finding or dwarfs are more likely to drop items?? This is happening with everything getting hauled. Any thoughts or observations?
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Jace_the_slasher

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Re: Hauling decline
« Reply #1 on: July 16, 2008, 09:19:46 am »

I had this happen with my mechanic and mason with hauling stone to their workshop so I think it may be a bug.
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XmasApe

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Re: Hauling decline
« Reply #2 on: July 16, 2008, 10:25:59 am »

I'm getting the feeling that your dwarves knocking things out of each other's hands is the "sleep forever" of .39b.
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tp12

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Re: Hauling decline
« Reply #3 on: July 16, 2008, 10:35:59 am »

there is a trail of plump helmet and their spawn crawling towards my dining room.
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Untill recently, before stocks ran out, it rained cats and dogs in my fortress...

Exponent

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Re: Hauling decline
« Reply #4 on: July 16, 2008, 11:21:53 am »

Toady said he has fixed it, and the fix will be available tomorrow most likely.
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Xehon

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Re: Hauling decline
« Reply #5 on: July 16, 2008, 02:25:48 pm »

there is a trail of plump helmet and their spawn crawling towards my dining room.

That just in case the dwarfs get lost, which would be a shame since then they would die of starvation.
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tp12

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Re: Hauling decline
« Reply #6 on: July 16, 2008, 04:52:00 pm »

urist mcstupid cancels eat: hunting vermin for food.
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Untill recently, before stocks ran out, it rained cats and dogs in my fortress...

LeoLeonardoIII

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Re: Hauling decline
« Reply #7 on: July 16, 2008, 05:07:35 pm »

urist mcstupid cancels live: forgot to breathe

I prefer to think he's just lazy and messy, spitting his seeds all over the dining room while he kicks back in someone else's chair.
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Reasonableman

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Re: Hauling decline
« Reply #8 on: July 16, 2008, 05:10:39 pm »

The heart of the problem is more likely than not something along the lines of dwarves behaving as an obstacle in other dwarves pathfinding routines, or somesuch difficulty.
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A sane man must be reasonable, but a reasonable man need not be sane.

Name Lips

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Re: Hauling decline
« Reply #9 on: July 16, 2008, 05:18:26 pm »

It seems that dwarves are likely to stop activities and start new ones mid-activity. It took ages for my mason to haul all the blocks he needed to the bridge site - he kept dropping them and then going back for the next one as though he had finished hauling the first one.
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Reasonableman

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Re: Hauling decline
« Reply #10 on: July 16, 2008, 05:27:34 pm »

It seems that dwarves are likely to stop activities and start new ones mid-activity. It took ages for my mason to haul all the blocks he needed to the bridge site - he kept dropping them and then going back for the next one as though he had finished hauling the first one.

Like I said, I think it stems from dwarves thinking something like this:

Urist: "Loo loo loo, I'll haul this rock."
Urist heads towards the stockpile and comes to the hallway between the mine and it. He spies a dwarf standing in the opposite end of the hallway.
Urist: "Loo loo l-OH CRAAAAAAAP IT'S A DEAD END. OH WELL. I better go do something else." Urist drops the rock.
Not-Urist: "Oh! A rock. Loo loo loo, I'll haul this rock."
Repeat.
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A sane man must be reasonable, but a reasonable man need not be sane.

CharacterFiction

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Re: Hauling decline
« Reply #11 on: July 16, 2008, 06:58:51 pm »

I prefer to think he's just lazy and messy, spitting his seeds all over the dining room while he kicks back in someone else's chair.

I registered just to post, after reading this.
This is one of the funniest things i've heard all week. I love this forum.
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Neoskel

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Re: Hauling decline
« Reply #12 on: July 16, 2008, 11:04:28 pm »

there is a trail of plump helmet and their spawn crawling towards my dining room.


Ak! Invading mushrooms! Kill the creeping fungi!  :o
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Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

slMagnvox

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Re: Hauling decline
« Reply #13 on: July 17, 2008, 01:20:31 am »

Just made my own thread about this.  Click for my findings, but I think you all have covered all the bases pretty well in here.

Toady said he has fixed it, and the fix will be available tomorrow most likely.

Do you know where Toady said that?  Dev_now mentions pathing fix but doesn't say it has any relation to Fortress mode.
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Neoskel

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Re: Hauling decline
« Reply #14 on: July 17, 2008, 04:46:33 am »

Just made my own thread about this.  Click for my findings, but I think you all have covered all the bases pretty well in here.

Toady said he has fixed it, and the fix will be available tomorrow most likely.

Do you know where Toady said that?  Dev_now mentions pathing fix but doesn't say it has any relation to Fortress mode.

Since when are tere jobs in adventure mode. The bulleted points are different from what he mentions in the paragraph, look there.
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Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.
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