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* Unload carriers.
 
* Unload carriers.
 
* Load caravan.
 
* Load caravan.
* Bank [[genepack]]s
 
 
* Load transporters.
 
* Load transporters.
 
* Strip corpses.
 
* Strip corpses.
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* Do cremation bills.
 
* Do cremation bills.
 
* Do bills at campfire (such as burning drugs).
 
* Do bills at campfire (such as burning drugs).
* Empty egg boxes. (Note that pawns will only automatically do this when the egg box is full)
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* Empty egg boxes.
 
* Take beer out of fermenting barrels.
 
* Take beer out of fermenting barrels.
 
* Fill fermenting barrels.
 
* Fill fermenting barrels.
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* Deliver resources to blueprints.
 
* Deliver resources to blueprints.
 
* Merge things.
 
* Merge things.
 
Note that even if a pawn is incapable of hauling because of a [[trait]] or [[Titles#Conceited_pawns|being a conceited noble]]{{RoyaltyIcon}}, they will still do hauling tasks that pertain to jobs they are actively working on - A builder can always haul materials to a building they are working on, and is capable of moving blocking objects out of the way.
 
 
Also note that rescuing ''living'' beings is a [[doctoring]] task, not a hauling one.
 
  
 
== Mechanics ==
 
== Mechanics ==
{{stub|section=1|reason = How does it choose what to haul and where, mechanics of stack merging, priority when 2 pawns try to haul, how often do animals decide to haul, what haul tasks animals can do vs humans, comparison and analysis of the [[Carrier]] and its apparent increased haul frequency}}
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{{stub|section=1|reason = How does it choose what to haul and where, mechanics of stack merging, priority when 2 pawns try to haul, how often do animals decide to haul, comparison and analysis of the [[Carrier]] and its apparent increased haul frequency}}
  
 
All items except [[chunk]]s are assumed to be hauled so long as they are not [[forbid]]den. Chunks must instead be marked for hauling with the [[haul things]] order.  
 
All items except [[chunk]]s are assumed to be hauled so long as they are not [[forbid]]den. Chunks must instead be marked for hauling with the [[haul things]] order.  
  
Hauling is largely automatic and does not require player interaction outside of the aforementioned chunks so long as some haulers are present. [[Colonists]] or [[slaves]]{{IdeologyIcon}} can be designated as haulers by enabling the [[Work#Haul|Haul]] work type in the [[Work]] menu - they will haul constantly when their work priories say they should prioritize the Haul work over out work types. See [[Work]] for further details. Note that the Haul job includes a number of tasks besides hauling to stockpiles, and most of those tasks have a higher priority than it.   
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Hauling is largely automatic and does not require player interaction outside of the afformentioned chunks so long as some haulers are present. [[Colonists]] or [[slaves]]{{IdeologyIcon}} can be designated as haulers by enabling the [[Work#Haul|Haul]] work type in the [[Work]] menu - they will haul constantly when their work priories say they should prioritize the Haul work over out work types. See [[Work]] for further details. Note that the Haul job includes a number of tasks besides hauling to stockpiles, and most of those tasks have a higher priority than it.   
  
Animals trained to haul are considered haulers. Unlike humans, they only occasionally haul, with a mean time before of 1.5 hours. [[Carrier]] dryads and [[lifter]]s are also considered haulers, and will haul items continuously as long as they are not sleeping/recharging and not otherwise occupied (e.g. drafted or receiving medical attention/repairs).
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Animals trained to haul are considered haulers. Unlike humans, they only occasionally haul. The exact mechanics are unknown.  
  
Haulers must be able to move and must have a non-0% [[manipulation]] capacity in order to haul. A [[human]] with no arms, or a dog with no jaw, cannot haul.
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Haulers must be able to move and must have a non-0% [[manipulation]] capacity in order to haul. A [[human]] with no arms, or a dog with no jaw cannot haul.
  
No type of haulers will haul outside of their allowed [[area]], but they may cross forbidden areas while if two allowed areas are not attached.   
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No type of haulers will haul outside of there allowed [[area]], but they may cross forbidden areas while if two allowed areas are not attached.   
  
 
Haulers can only haul one type of item at a time.
 
Haulers can only haul one type of item at a time.
  
Haulers will take the max amount they can carry, based on their [[Carrying capacity]], up to a maximum of one complete stack of that item (e.g. a pawn will never haul more than 75 wood or 500 silver at a time, even if their carrying capacity allows for more). If the target stockpile cell can't hold it all, they will drop the extra nearby.
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Haulers will take the max amount{{Check Tag|How much?|How much and what limits it?}} they can carry, and if the target stockpile cell can't hold it all, they will drop the extra nearby. Pawns with injuries to their arms or spine suffer reduced [[Health#Manipulation|manipulation]] and will not be able to carry as much. The amount is listed as the pawn's [[carrying capacity]] stat.
  
Hauling a specific item can be prioritized by selecting a pawn, right clicking on a valid (as above) target item, and selecting the ''Prioritize hauling <x>'' order. Only [[colonists]] or [[slaves]]{{IdeologyIcon}} can be ordered to haul.  
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Hauling can be prioritized by selecting a pawn, right clicking on a valid (as above) target item, and selecting the ''Prioritize hauling <x>'' order. Only [[colonists]] or [[slaves]]{{IdeologyIcon}} can be ordered to haul.  
  
 
Hauling inherently interacts with [[stockpile zone]]s. Haulers will haul items to a stockpile zone in the following priority:{{Check Tag|Verify}}
 
Hauling inherently interacts with [[stockpile zone]]s. Haulers will haul items to a stockpile zone in the following priority:{{Check Tag|Verify}}
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# The stockpile with the highest priority
 
# The stockpile with the highest priority
 
# The nearest stockpile
 
# The nearest stockpile
Note that if no stockpile exists that both accepts the item and has space, it will not be hauled. Also note that the priority of the stockpile does not dictate the order in which items will be hauled - e.g. an item destined for a critical stockpile will not necessarily be hauled before an item to go in a normal stockpile. Instead it only dictates which stockpile the item will be hauled to when it is hauled. Pawns will haul items from a lower priority stockpile to a higher priority stockpile, even when both accept the item.
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Note that if no stockpile exists that both accepts the item and has space, it will not be hauled. Also not that the priority of the stockpile does not dictate the order in which items will be hauled - i.e. an item destined for a critical stockpile will not necessarily be hauled before an item to go in a normal stockpile. Instead it only dictates which stockpile the item will be hauled to when it is hauled. Pawns will haul items from a lower priority stockpile to a higher priority stockpile, even when both accept the item.
  
 
=== Haul things order ===
 
=== Haul things order ===
 
{{:Haul Things}}
 
{{:Haul Things}}
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== See also ==
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* See section [[Animals#Haul|Haul]] on ''Animals''.
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason= needs a comparison of dryads, mechanoids, and whatever the best hauling animals per biome are}}
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{{Stub|section=1}}
Hauling interacts with a large portion of the mechanics of RimWorld. Effectively optimizing haul times is key to avoid wasting pawn time. Players should generally place stockpiles close to where the items they contain will be used so that pawns spend less time walking back and forth and more time producing useful things.
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Hauling interacts with a large portion of the mechanics of RimWorld. Effecctive optimising haul times is key way to prevent wasting of pawn time. Keep production and storage locations central to where the items are used.  
  
== See also ==
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In combat, debris can be used as cover, thus aiding colonists in defense.
* See section [[Animals#Haul|Haul]] on ''Animals''.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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