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RimWorld => Ideas => Topic started by: tile7 on September 25, 2017, 06:09:35 AM

Title: Haul till full
Post by: tile7 on September 25, 2017, 06:09:35 AM
Hi.
Not sure if this can be handled in some other was, but I am quiet nervous when I see a colonist goes through half of the map to get berries in example, and then leave other pile of berries which are "just" outside the radius that would in general get picked up.
So, how about something like "haul till full capacity or there is no more on the map"?
Title: Re: Haul till full
Post by: SpaceDorf on September 25, 2017, 06:38:55 AM
So the hauler should walk to one end of the map to pick up some berries, then walk to the other end of the map befor returning home ?

An increased pickupradius and the option to take over jobs trough being closer to the job would be cool though. Of course only for jobs that don't produce quality items.
Title: Re: Haul till full
Post by: maculator on September 25, 2017, 07:08:54 AM
Its also great to see your builder crossing the map to pick up 3 steel from a crashed (and deconstructed but not yet hauled) spaceship to construct something right next to the steel stockpile without carrying ANY of the steel with him.

But to be honest fixing that kind of stuff would probably take too much cpu time.
Title: Re: Haul till full
Post by: SpaceDorf on September 25, 2017, 08:30:07 AM
Quote from: maculator on September 25, 2017, 07:08:54 AM
Its also great to see your builder crossing the map to pick up 3 steel from a crashed (and deconstructed but not yet hauled) spaceship to construct something right next to the steel stockpile without carrying ANY of the steel with him.

But to be honest fixing that kind of stuff would probably take too much cpu time.

Now you are mixing up jobs.
The Builder only takes what he needs.
From a general human point of view that may be stupid

But from the games point of view you would disrupt the building job to create a hauling job, lock the building job, so nobody takes that job from the pawn,
after the hauling job is finished unlock and continue the building job
pick up the material from the stockpile, which may or may not be nearer to the actual blueprint ..

A practical way to prevent this would be to create a search radius for blueprints like bills have them. Only use Materials in a range of X.

Still not the Haulers problem. :)