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RimWorld => Ideas => Topic started by: Dangime on September 10, 2016, 04:34:47 PM

Title: Hauling/Carrying is too Inefficient
Post by: Dangime on September 10, 2016, 04:34:47 PM
1 squirrel = 1 muffalo
1 hat = muffalo
Person wears helmet, body armor, parka, pants, shirt but can only carry 1 hat to haul.
I carry 2 weeks of laundry in a basket all the time. Okay...a month's laundry.
Storage is similarly silly.
You need the equivalent of Dwarf Fortresses' wheel barrels and boxes. Late game seems to just bog down into hauling fatigue. Stuff is laying everywhere, no time to pick it up.
Title: Re: Hauling/Carrying is too Inefficient
Post by: KillTyrant on September 10, 2016, 04:37:49 PM
Id love for some storage options. I often have to designate 8 or more people as full time haulers (usually researchers late game and higb stat people that are rendered useless due to an injury or age.
Title: Re: Hauling/Carrying is too Inefficient
Post by: Serenity on September 10, 2016, 04:42:19 PM
I've found that hauling within a base only becomes efficient once you've trained some animals to do it. Then when you need to haul steel from a distant mining site or the loot from a crashed ship you can notice how inefficient the system is.

For storage, the issues are both the low stack limit (I understand why it's not in hundreds, but why 75?) and that for example a 70% cloth parka and a 60% cloth parka can't be stacked (I think).
Title: Re: Hauling/Carrying is too Inefficient
Post by: Lys on September 10, 2016, 06:01:17 PM
Part of the issue is also that pawns may split a haul-run that could be done by one person. I.e. 60 steel lying in 2 different stacks nearby, 2 pawns start running each carrying only 30 of it...
Title: Re: Hauling/Carrying is too Inefficient
Post by: Grishnerf on September 10, 2016, 06:35:34 PM
Quote from: Dangime on September 10, 2016, 04:34:47 PM
Late game seems to just bog down into hauling fatigue. Stuff is laying everywhere, no time to pick it up.

in lategame you have more pawns (around 15-25 if you play smart) + around 20 Huskys/Labradors.
hauling is no real Problem, only in early game if you dont Setup your job priorities the right way.
it will cripple you to death.
Job priorities is the most overlooked and important task to do in this game.
it can be the changing factor for your colony.
Title: Re: Hauling/Carrying is too Inefficient
Post by: Lightzy on September 11, 2016, 07:31:24 AM
Why would you ever want over 10 pawns is beyond me.
Maybe just for whimsy, but the game is much easier to win with 8
Title: Re: Hauling/Carrying is too Inefficient
Post by: SpaceDorf on September 11, 2016, 09:05:08 AM
Different win conditions for different players  aside, I think the game would very much from increasing the max stacksize of 75. Seeing as there allready hauling animals and improved humans that could carry more than that, but can't. Also the massive popularity of storage mods show there is a need for order. Even the pawns see the massive storage areas as ugly. And there is nothing we can do against it as players, since the colony needs all this shit of which half is rotting away if not stuffed somewhere inside.
Title: Re: Hauling/Carrying is too Inefficient
Post by: logiboy123 on September 12, 2016, 12:20:20 AM
One answer I have found is Wild Boars.

They are smart enough to train up quickly and they breed really fast. I start my games with 2 male and 2 female and I have 20 by mid game.

Another answer is Robots ++.
Title: Re: Hauling/Carrying is too Inefficient
Post by: TrashMan on September 12, 2016, 04:25:06 AM
add strength stat.
strength stat determines how much a pawn can carry (applies to animals too)

Your roided up, cyber-enhanced, power-armor weapong super-soldier could carry 300 units. The pet chiuaua would carry 1
Title: Re: Hauling/Carrying is too Inefficient
Post by: SpaceDorf on September 12, 2016, 06:01:50 AM
Quote from: TrashMan on September 12, 2016, 04:25:06 AM
add strength stat.
strength stat determines how much a pawn can carry (applies to animals too)

Your roided up, cyber-enhanced, power-armor weapong super-soldier could carry 300 units. The pet chiuaua would carry 1

@trashman
Part of that is allready in by manipulation. If you install Bionic Arms into your Pawns, the Hauling Capacity actually increases, as is decreases by frail back or a decrease in manipulation.
Bodysize also Matters, Elephants can carry a whole stack of hay. And Bears about 130 .. ( I am guessing here, don't have the actual numbers )
So all whats stopping them is the stacksize.

My conclusion : Hauling is not inefficent, but storage and stacklimits are :)
Title: Re: Hauling/Carrying is too Inefficient
Post by: Dan_Backslide on September 12, 2016, 11:04:40 PM
For me I think the problem is more that there is no way to make hauling more efficient other than throwing bodies at the problem. We're talking about people who at the very least should know of the concept of the wheel if they are making space ships. Especially if you are looking at having maps that cover large areas it makes hauling less efficient. I would suggest that some sort of transport object is created that a person can man and act as a hauler similar to how a mortar is manned. Be it a simple hand cart, an animal drawn wagon, a steam engine, a combustion engine, and electricity. You might not even have to add new resources either because there are vehicles that we currently have that work on wood gas. An electric vehicle could require charging at a charging station and draws power from your grid. Everything is subject to breakdowns as well.

I have a problem where my colonists take an excessively long time to get my crops in out of the weather. If you have a person in a hauling vehicle essentially drive out to where the resources have been harvested, load up a vehicle, and then drive back. Repeat until all in and even combine with hand hauling. This makes one person's effort at hauling much more efficient, adds more tech to the research screen, gives players another opportunity to sink resources, can give people another job of maintaining the vehicle in some capacity, and actually makes some logical sense. Hell, you might even be able to have the electric one quick charge off your stored battery power. Any way you look at it though, having a space ship but no concept of a wheel is an anachronism.

Oh and one complaint I really need to make is that hay once bailed is essentially weather proof so having hay rot makes no sense.
Title: Re: Hauling/Carrying is too Inefficient
Post by: TrashMan on September 13, 2016, 03:57:03 AM
When you think about it, a stack of steel is actually a pretty large amount of steel. Or is it?

How must steel could 1 person reasonably carry (we can even assume colonists in Rimworld are using wheelbarrows) and how much can be made with it? What can you build with 75 steel?
Title: Re: Hauling/Carrying is too Inefficient
Post by: Boba Phat on September 13, 2016, 05:24:11 AM
What about a "tool" slot?  It opens the option for giving players a buff with a specific task, one of which can be hauling:

Neolithic: travois
Medieval: wooden cart
Industrial: wheelbarrow or hod
Futuretech: maglev or ground effect platform

Title: Re: Hauling/Carrying is too Inefficient
Post by: SpaceDorf on September 13, 2016, 06:52:40 AM
Quote from: Dan_Backslide on September 12, 2016, 11:04:40 PM

Oh and one complaint I really need to make is that hay once bailed is essentially weather proof so having hay rot makes no sense.

This is only true if the Hay is kept dry. If a bale of hay or straw gets wet it rots like everything else.
Title: Re: Hauling/Carrying is too Inefficient
Post by: Deimos Rast on September 13, 2016, 06:54:37 AM
Not sure if it's been suggested yet, but...
you could just go into (this is from memory so sorry if slightly wrong) StatDefs > General_Pawn_Stats and adjust carrying capacity and/or move speed and other such stats.
Title: Re: Hauling/Carrying is too Inefficient
Post by: code99xx on September 13, 2016, 07:30:46 AM
Vanilla hauling/stacking is just annoying ... especially stacking. Why cant herbal medicine stack is beyond me.

Anyway, solutions for now (at least in my case) are simple, mods. Ive got the quantum stockpile mod (or something like that) which solves most of my stockpile problems and then, a mod i cant play without anymore, Miscellaneous w MAI+Robots.

This little gem gives you hauling robots, cleaning robots and much more. I was struggling with hauling today, people were sick, had stuff all over ther place, food out of the freezer and so on, it was a mess, until an orbital trader passed and I bought 4 hauler robots and 2 cleaning robots ... Things improved drastically and good too cause atm im in a middle of a volcanic winter, winter, cold snap, malaria and power issues because 90% of my power is made with solar panels ... oh and when the volcanic winter came i thought I was in a good shape, had loads of batteries charged, disconnected from the main network (there were for emergency situations) ... then a short circuit happened and ... well, as i said, power issues :D
Title: Re: Hauling/Carrying is too Inefficient
Post by: Dan_Backslide on September 13, 2016, 03:55:54 PM
Quote from: SpaceDorf on September 13, 2016, 06:52:40 AM
Quote from: Dan_Backslide on September 12, 2016, 11:04:40 PM

Oh and one complaint I really need to make is that hay once bailed is essentially weather proof so having hay rot makes no sense.

This is only true if the Hay is kept dry. If a bale of hay or straw gets wet it rots like everything else.

Round bales, which is what hay that's in a max stack looks like, are by and large weather proof for a number of years.
Title: Re: Hauling/Carrying is too Inefficient
Post by: sadpickle on September 13, 2016, 05:09:06 PM
I'm going to be honest, I've always had a beef with hauling in this game. It's bad enough hauling capacity is so limited, and you can never get a pawn to carry more than stacksize but a missing finger cuts the amount they can carry by 10%. It's bad enough you can't make a wheelbarrow for them to utilize. But then like half of the backstories just disable hauling altogether... So, I modded it so everyone can haul and carry, full stop. Manual priorities, most pawn have hauling and cleaning priority at 2, and anyone who's got crap skills or is an unessential worker has it set to 1. Things get done but there are still the inefficiencies like hunters leaving dead animals, two pawns walking to a 1-pawn haul job, etc. At least my colony doesn't look abandoned, and we're all squatters who never clean a goddamn plate.
Title: Re: Hauling/Carrying is too Inefficient
Post by: Wishmaster on September 13, 2016, 06:51:26 PM
Hauling is quite inefficient and frustrating.

As you say pawns should be able to haul more than one apparel or weapons at once.

I would also suggest