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40d Talk:Hauling
Will dwarves automatically haul whatever they need to make something (e.g.: wooden barrel) at a workshop, or does the specific hauling setting for that item type (e.g.: wood hauling) need to be activated? --Wabbiteh 21:58, 7 March 2008 (EST)
- Dwarves automatically gather raw materials needed to produce things. Hauling is only needed to move things into stockpiles or dump them in a designated dumping zone. Bouchart 22:57, 7 March 2008 (EST)
Strength building
This article could use some more details, such as the fact hauling stone is a good method for building strength of dwarves (namely, soldiers in training). If anyone knows the formula, and if it applies to more than just stone, that may be helpful.– unsigned comment by Eddie18:56, 5 July 2008
- I have rock haulers - who have no other task enabled - who have been rock haulers for several years. They are no stronger then when they started. Miners develop strength far more quickly and it would seem pump operators too but I haven't done anything with pumps yet.GarrieIrons 02:17, 6 July 2008 (EDT)
- According to the experience page Dwarfs only gain attributes from tasks associated with a skill. As there is no hauling skill, dwarfs don't get strength from lugging stone around.– unsigned comment by Dangerous Beans
- I built a single useless pump and set all my haulers to run it manually. They take turns gaining experience while the others do their duties. Scribbler 11:13, 13 October 2008 (EDT)
Umm, metal bars?
Is this Item or stone? – unsigned comment by Drunken
- Bars/Blocks -Fuzzy 17:12, 30 September 2008 (EDT)
- Oh, right... :-p wrong paradigm. In my experience, it's Item hauling. I've seen people with stone-hauling turned off move the bars. -Fuzzy 17:13, 30 September 2008 (EDT)
Trade Depot Hauling
I just saw a dwarf who only has the Burial, Refuse and Cleaning hauling-tasks listed on my Unit menu with the task "Bring Item to Depot." Does this imply that all dwarves will bring items to the Trade Depot, or is this just some kind of fluke? RomeoFalling 07:47, 13 October 2008 (EDT)
- Pretty sure it's everyone just like harvesting. Unlike harvesting, there's no way to turn this off, although it is on the list of cancellable jobs. -Fuzzy 08:26, 13 October 2008 (EDT)
- Can someone confirm this? That info should really be on the Hauling page, if it's true. I've wasted *hours* trying to micromange dwarves into moving things to the Depot. When added, we should explicitly mention that they do not automatically take everything out of the Depot. RomeoFalling 11:23, 13 October 2008 (EDT)
- You know something's an "any dwarf" task when nobles and children will do it, and "Bring Item to Depot" is one such task. See labor for more details.
- The best you can do to manage who hauls things to the depot is to remv cre on the Unit or Job screens when you spot a dwarf who should be doing other work wandering off to the depot. Any time you use this command, it will suppress their taking the task again for several days, thank Armok. Eventually you'll be left with only dwarves that you want to do the hauling, but this process is very labor-intensive (for you, not the dwarves).
- Having them haul stuff from the depot is another pain. The big problem is when they let food rot. To combat this, you have to assign lots of dedicated food haulers so that they clear out the food-haul queue before you buy food from the caravan. Otherwise your dwarves will be hauling seeds and barrels and the like elsewhere in the fortress before they turn their attention to the stuff about to spoil in the depot. And if you buy a lot of food all at once, you will want to have cleared out the queue, placed a food stockpile near the depot, and employed as many food haulers as you can spare. At some point they'll finish up and you'll see a lot of idlers; switch them to something else.
- In general, though, you always want to keep sufficient food haulers on hand to keep the food queue clear so that things like roasts don't rot in the kitchen. Brewing generates a ridiculous number of seeds, for instance, plus barrels of booze, all of which compete for attention on the food queue. You also have to make sure that you don't run out of stockpile space; a sure sign of this is blinking plants on the farm -- harvested, but with no place to go.--Maximus 13:21, 13 October 2008 (EDT)
- FWIW, I've found that one solution to the "won't haul things from the trade depot" is to deconstruct the depot, build a food stockpile under it to keep it from spoiling and to facilitate transfer, and then to designate a regular food stockpile as the transfer point. The biggest catches are a) exploding trade goods blanketing the areas and b) extra time to deconstruct and reconstruct the depot, the later being problematic if you can't get a skilled architect on it. Oh, and c) if the traders haven't packed everything up, you run the risk of plundering their goods, creating ill-will and stacks of unusable large and narrow clothing. -Fuzzy 13:41, 13 October 2008 (EDT)
- In general, though, you always want to keep sufficient food haulers on hand to keep the food queue clear so that things like roasts don't rot in the kitchen. Brewing generates a ridiculous number of seeds, for instance, plus barrels of booze, all of which compete for attention on the food queue. You also have to make sure that you don't run out of stockpile space; a sure sign of this is blinking plants on the farm -- harvested, but with no place to go.--Maximus 13:21, 13 October 2008 (EDT)
- Wow! Thanks for the detailed response to my first question on the wiki! RomeoFalling 19:14, 13 October 2008 (EDT)
Building
"a dwarf building something will move the needed materials to the construction site."
But will dwarves without furniture hauling [b]uild furniture? The screen says "Needs furniture hauling" when I [q] the site before they get there. Random832 14:09, 14 October 2008 (EDT)