Why not cut hauling out of Construction and Hunting ?

Started by b0rsuk, August 12, 2015, 03:39:29 PM

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Shipwrecked_and_Comatosed

Man I would hate it if colonists couldn't haul what they build and hunt, I have enough annoyance trying to find one of my colonists to haul that box of medicine to the Medicine storage, as several of them are incapable and I can never remember which, so I end up clicking on the people nearby and attempting to order each of them over and over until one will do it.

Oga88

You just got yourself the main reason why not to do it. What else do you need. If this is a must have for you then just make yourself a stockpile closer to the construction site. Micromanage.

Sentenza

I'm all for this, efficiency and all.

There's a bit too much necessary micromanaging going on...

Toggle

It's because hauling and plant cutting are different jobs you can assign and some other reasons. Such as cutting plants, giant areas of a farm are harvested at a time depending on your base, if they hauled every single one back it would be extremely inefficient compared to just harvesting every plant and then replanting them. it's why all items on the map are automatically set so they aren't hauled, and you manually set chunks to be hauled. So that using a hauler you can haul the most important stuff.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

asanbr

I somewhat agree with the OP, I have been thinking the same thing, but as has already been mentioned, you can already half-do this with stockpile zones etc. I usually do that for big projects I want finished faster like Geothermals or the spaceship.

Never thought about specialised haulers though. A colonist with 2 bionic legs who only hauls could be cool.

Toggle

Generally it's that one colonist who isn't too good at other stuff but can haul. If you have an abundance of food, or your crafter isn't necessary right now, setting them to cleaner/hauler is a good move.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Regret

Quote from: shentino on September 08, 2015, 06:13:26 PM
I think that you should require construction skills to

1) create a construction zone
2) start work on a site once it has all the materials

But putting materials in the site should be an anyman hauling job.
That is an interesting solution.

zandadoum

Quote from: Regret on December 07, 2015, 08:03:33 AM
Quote from: shentino on September 08, 2015, 06:13:26 PM
I think that you should require construction skills to

1) create a construction zone
2) start work on a site once it has all the materials

But putting materials in the site should be an anyman hauling job.
That is an interesting solution.

I make top priority specific temporal stockpiles next to big construction sites and my hauling animals take care of it so workers don't have to move much.

I also have a steel stockpile next to my killboxes for quicker turret reconstruction.

LittleGreenStone

Quote from: b0rsuk on August 12, 2015, 03:39:29 PM
Even colonists with "hauling disabled" will haul:
- animals they killed via hunting
- construction materials to construction zone
- stone chunks to stonecutting table
- food to cooking table
- food to hoppers (count as Cooking)

While it makes those restrictions less harsh, sometimes I really just want to make sure the person walks as little as possible. Rimworld may as well be called Crippleworld. Half of colonists come with afflictions, the other half gets leg and torso scars from gunshots. I would really like an ability to just let a colonist only construct or only do the shooting. Let someone else haul the materials. I've had my share of colonists who are excellent builders but move at a turtle's pace.

This change would make cooking really, really bad without hauling, but that can be improved too. Bulk cooking. Similar to brewing (25 hops produces 5 beers). Less hauling this way. Or, colonists with hauling disabled would have maximum hauling distance. If a construction requires hauling farther than 15 squares, he won't haul. He will try to choose a construction which already has materials.

Thoughts ?

By the way, enabling Growing without Plant Cutting is dangerous: if such a colonist replants, he doesn't harvest the plant that was there before. For example when you switch 75% grown Potatoes to Corn, he will destroy the potatoes. He won't harvest what's possible.

If haulers would automatically haul materials to the placed blueprints, that'd be good, as construction workers often have to walk around for more materials.

I don't think this feature would add any complexity to the UI. I support that idea.

But that's where the benefits end.

- Hauling food for the cook would be hard to code imo (what stops another hauler to haul it back to a stockpile?), and the cook would have to wait for the next haul, or worse, would run off in the meanwhile. Bulk cooking would merely decrease the pain involved.

- Hauling material to worktables would have the same issues,
- hunting would make the (even busier) haulers have more running to do, while the hunter is already there,
-maybe more I haven't realized yet.

In the end, it would improve construction time, but would make other jobs painfully slow and complex.