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This is a disaster. Nobody harvests this way
I can't imagine a situation when I harvest berries of any kind and the another guy comes and hauls them to the storage. It is ridiculous. Nobody does that. Please fix it
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Showing 1-15 of 32 comments
Astasia Jan 24 @ 7:41am 
You are joking right? Modern berry farmers fill up bins full of berries and leave them in the field where a truck usually comes to pick them up after dropping off more empty bins. Do you have any idea how ineffective it would be for every worker on the farm to walk acres across fields back and forth all day long carrying tiny amounts of produce?

Here's an idea, set hauling priority higher than growing and watch your colonists pick one plant at a time and carry those berries to storage. Have fun with that.
imagine being a dummy
Diarmuhnd Jan 24 @ 12:11pm 
LoL , "fix this". Welp, you could fix it yourself if you are so mad about it. Write a mod.
Oh wait, some mods already kinda do that. LoL
Originally posted by kirill_486:
This is a disaster. Nobody harvests this way
Hum, i was able to harvest stuff without issues my last few games ... I don't understand what is such a "disaster". Really.
Jibbles Jan 24 @ 2:07pm 
Disaster is a bit dramatic, yes. Let's not pretend it's not a common complaint tho. A lot of people use soil mods, they don't rely on wild plants nearly as much. There's a bunch who use pick up and haul mod but that seems to be pretty OP. I would be careful using hauling mods or things that alter AI.. It's been a good while but last I tried stuff like that. They'd fix a common ai quirk, but also introduce quirks of their own. Funny enough people didn't seem to mind or notice those. Nothing terrible tho. It's not a big issue as it seems and managing their inefficient actions is part of the fun at times. Perhaps build zones and fridge near rich soils if you plan to grow there. Several vanilla ways to solve it.
Last edited by Jibbles; Jan 24 @ 2:08pm
In a game filled with frostbite, heatstroke, starvation, pirate raiders, evil death robots, giant mechanical centipedes armed with lasers, rabid killer squirrels, an active slave trade, and in which the lack of a dining room table can lead to mass murder, failure to haul harvested crops correctly is.......well, actually it's NOT the least of my worries, it's not on the list at all.

:steammocking:
Jibbles Jan 24 @ 2:32pm 
Originally posted by GeneralVeers:
In a game filled with frostbite, heatstroke, starvation, pirate raiders, evil death robots, giant mechanical centipedes armed with lasers, rabid killer squirrels, an active slave trade, and in which the lack of a dining room table can lead to mass murder, failure to haul harvested crops correctly is.......well, actually it's NOT the least of my worries, it's not on the list at all.

:steammocking:

lol cause you've figured it out and most likely prepared. It's a small issue that compounds the problem for people who struggle.

- The colonists have no meals in stockpile, no food left in freezer. one is badly injured healing in bed, some others are sick. The doctor healed them but is now wandering around, the healthy pawn is tired and deprived of recreation. He needs to cook meals, there's nice piles of rice outside but he might break if he hauls them in & cook but the others will starve soon and will break if not fed.

or no meds in stockpile but wild healroot on map. The colonists are already injured. This is where some will start to watch pawns more closely, then they see how they're actually doing the job. It gets under their skin even more
Last edited by Jibbles; Jan 24 @ 2:36pm
brian_va Jan 24 @ 2:58pm 
Originally posted by Diarmuhnd:
LoL , "fix this". Welp, you could fix it yourself if you are so mad about it. Write a mod.
its really not necessary, they could just make sure there is a stockpile set to receive the harvest, and that hauling is set to highest priority, or at least higher than anything else that they could be doing, in particular the harvesting.
Last edited by brian_va; Jan 24 @ 3:08pm
ichifish Jan 24 @ 2:59pm 
Originally posted by kirill_486:
I can't imagine a situation when I harvest berries of any kind and the another guy comes and hauls them to the storage. It is ridiculous. Nobody does that. Please fix it

Sometimes you just have to micro, especially with time-intensive tasks like berry-picking.

The problem of task scheduling is very difficult to solve for both the developer and the UI user as the more intertwined the tasks are the more tweaking them affects everything else. What you don’t want is pawns picking up everything haul-able (like berries but also any random item) when they should be doing something else, and it’s impossible to design a system that prioritizes certain items (like berries) to be hauled under certain conditions (like when they are far from your base) without it interfering with other systems.

I feel your pain, though. I’m a work tab aficionado but I have a similar problem with my small agrarian colony made even worse by using Seeds, please (which I highly recommend (it requires you to have seeds in order to sow)). It regularly generates comic routines:

1. Pawn A harvests corn, dropping raw veg and seeds on the ground.

2. Pawn A walks back to the storeroom, leaving veg and seeds, gets smoke leaf seeds, walks back to the field, and proceeds to plant smoke leaf, while simultaneously...

3. Pawn B walks from the storeroom to the field, picks up the corn and seeds and hauls them back.

4. Pawn A then notices that the corn needs to be planted, drops the smoke leaf seeds there in the field, and walks back to the storeroom to get the seeds that Pawn B hauled back.

There aren’t any elegant solutions to the “Monty, haul!” problem:

1. Mods like pick up and haul and while you’re up send pawns on into hauling spirals where they spend an hour gathering and delivering a dozen items when you need them to focus on one thing (or just go to bed) and hauling priority will likely make someone drop and even more important task to walk across the map.

2. Having a full time hauler is a poor option in small colonies of highly skilled pawns kept sane by working in their passion areas.

3. Hauling animals A) are helpful, but B) can compound the problem (in my specific case with Seeds) and when you want the items to be on a pawn, not stored.

There may be a mod that sets priorities for growing zones, but that sounds like even more management.

My suggestion, which is sometimes hard even for me to follow, is to let it go. There’s only so much you can do and it’s better to not sweat it (unless you really need to sweat it, in which case you should be microing it). After all, these are people who can make bionic limbs but can’t stack up two hats and freak out about picnics. They’re weird.

I do recommend playing around with your schedule and tweaking your work tab if you’re having problems with harvest/haul (I use Fluffy’s Work Tab which helps a lot):

Get ahead of the planting/cutting curve with some micro, then let them do their thing for a while and try to find a small tweak you can make to the work tab priorities / scheduling. Often a small change like having a pawn get up an hour earlier can ease bottlenecks and generate flow.








Last edited by ichifish; Jan 24 @ 3:26pm
ichifish Jan 24 @ 3:06pm 
Originally posted by Astasia:
You are joking right? Modern berry farmers fill up bins full of berries and leave them in the field where a truck usually comes to pick them up after dropping off more empty bins. Do you have any idea how ineffective it would be for every worker on the farm to walk acres across fields back and forth all day long carrying tiny amounts of produce?

OP is talking about harvesting berries, not a growing zone. If your pawn has to go across the map to harvest a couple of berries and drops them it’s a significant amount of lost time and could send a colony on the edge into a death spiral (presumably if this is a problem for the OP their colony is struggling).
Jibbles Jan 24 @ 3:12pm 
I like seeds please, was fun. I think I made storage just for seeds right next to the growing zones cause those hauling quirks. After you've set up & have a stockpile of seeds, it's almost like growing in vanilla unless your stockpile gets burned. If you know how to mod, you could make it so the seeds don't deteriorate outside, so you wouldn't have to worry about the problem -if that bothers you at some point. Then you could bump up the price for seeds or alter ways to acquire seeds, such as consuming veges in bills to extract seeds.
Last edited by Jibbles; Jan 24 @ 3:16pm
Originally posted by Jibbles:
Originally posted by GeneralVeers:
In a game filled with frostbite, heatstroke, starvation, pirate raiders, evil death robots, giant mechanical centipedes armed with lasers, rabid killer squirrels, an active slave trade, and in which the lack of a dining room table can lead to mass murder, failure to haul harvested crops correctly is.......well, actually it's NOT the least of my worries, it's not on the list at all.

:steammocking:

lol cause you've figured it out and most likely prepared. It's a small issue that compounds the problem for people who struggle.
EXACTAMUNDO! That's the whole point of the game. If you don't prepare, things go badly.

EDIT: It could be said that you should..............

PREPARE CAREFULLY !!!
Last edited by GeneralVeers; Jan 24 @ 4:27pm
Might be worth training animals that can haul for you, and let them gather the random berries instead, if this sort of thing is an issue.

If you like, you can zone some of them to never go inside your buildings, and then have low-priority Shelves outside for them to deliver the items to.
That way your pawns can move stuff indoors as required, without having to travel as far.
Originally posted by Kittenpox:
Might be worth training animals that can haul for you, and let them gather the random berries instead, if this sort of thing is an issue.

If you like, you can zone some of them to never go inside your buildings
Build a shack outside the entrance for animals to drop off cargo in. :)

EDIT: "drop off cargo"...........yeah..........bad choice of words there. Sorry...........
Last edited by GeneralVeers; Jan 24 @ 10:19pm
St3amfails Jan 24 @ 10:57pm 
lol awesome...nobody does this...someone grew up in a city and has never seen crops harvested...literally EVERYBODY does this

guess when your idea of farming is rolling down the produce aisle at picknsave...
Astasia Jan 25 @ 3:58am 
Originally posted by ichifish:
Originally posted by Astasia:
You are joking right? Modern berry farmers fill up bins full of berries and leave them in the field where a truck usually comes to pick them up after dropping off more empty bins. Do you have any idea how ineffective it would be for every worker on the farm to walk acres across fields back and forth all day long carrying tiny amounts of produce?

OP is talking about harvesting berries, not a growing zone. If your pawn has to go across the map to harvest a couple of berries and drops them it’s a significant amount of lost time and could send a colony on the edge into a death spiral (presumably if this is a problem for the OP their colony is struggling).

They usually don't "drop them" unless they have more berries to harvest while they are out. The game has opportunistic hauling built into it, a colonist that has walked away from the base to harvest some berries and decides to come back to base will see some berries nearby and collect what they can within a range and haul them back with them on their way. If that colonist instead is harvesting a bunch of berries at once around the map they will keep harvesting and leaving them on the ground for other pawns to haul, which in many cases is still more efficient. Like I said though you can adjust your game priorities to change this, if you set hauling to a higher priority than cut plants then a colonist will go and harvest one thing then haul it back.

If your colony is struggling and you need to micro things to that level to make sure they haul as much as possible per trip, you also have that option. Right click saves the day.
Last edited by Astasia; Jan 25 @ 4:00am
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RimWorld > General Discussions > Topic Details
Date Posted: Jan 24 @ 7:28am
Posts: 32