Difference between revisions of "Hauling"

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#REDIRECT [[Work]]
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{{stub|reason=Cover hauling generally -  Haul things is a specific order that covers a comparably small part of the mechanic.}}
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'''Hauling''' is the process of a pawn carrying items from one location to another. Generally this term refers to either act of hauling items to [[stockpile zone]]s by [[colonist]]s or trained [[animal]]s but it can also include all tasks under the [[Work#Haul|Haul]] work type including, in descending order of priority:
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* Rearm turrets.
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* Refuel fuelable buildings (Torch lamps, generators, Fueled stoves etc.).
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* Unload carriers.
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* Load caravan.
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* Bank [[genepack]]s
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* Load transporters.
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* Strip corpses.
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* Haul corpses.
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* Do cremation bills.
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* Do bills at campfire (such as burning drugs).
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* Empty egg boxes. (Note that pawns will only automatically do this when the egg box is full)
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* Take beer out of fermenting barrels.
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* Fill fermenting barrels.
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* Haul general things.
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* Deliver resources to frames.
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* Deliver resources to blueprints.
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* Merge things.
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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.
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Also note that rescuing ''living'' beings is a [[doctoring]] task, not a hauling one.
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== Mechanics ==
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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, what haul tasks animals can do vs humans, comparison and analysis of the [[Carrier]] and its apparent increased haul frequency}}
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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.
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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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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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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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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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Haulers can only haul one type of item at a time.
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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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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 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 that accepts the item type (though see below)
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# The stockpile that has a space for the item
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# The stockpile with the highest priority
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# The nearest stockpile
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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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=== Haul things order ===
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{{:Haul Things}}{{Clear}}
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== Analysis ==
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{{Stub|section=1|reason= needs a comparison of dryads, mechanoids, and whatever the best hauling animals per biome are}}
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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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== See also ==
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* See section [[Animal husbandry#Animal Haul Order|Haul]] on ''Animal husbandry''.
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[[Category:Game mechanics]]

Latest revision as of 13:16, 23 July 2024

Hauling is the process of a pawn carrying items from one location to another. Generally this term refers to either act of hauling items to stockpile zones by colonists or trained animals but it can also include all tasks under the Haul work type including, in descending order of priority:

  • Rearm turrets.
  • Refuel fuelable buildings (Torch lamps, generators, Fueled stoves etc.).
  • Unload carriers.
  • Load caravan.
  • Bank genepacks
  • Load transporters.
  • Strip corpses.
  • Haul corpses.
  • Do cremation bills.
  • 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)
  • Take beer out of fermenting barrels.
  • Fill fermenting barrels.
  • Haul general things.
  • Deliver resources to frames.
  • Deliver resources to blueprints.
  • Merge things.

Note that even if a pawn is incapable of hauling because of a trait or being a conceited nobleContent added by the Royalty DLC, 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[edit]

All items except chunks are assumed to be hauled so long as they are not forbidden. 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 slavesContent added by the Ideology DLC can be designated as haulers by enabling the 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 lifters 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).

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.

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.

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 slavesContent added by the Ideology DLC can be ordered to haul.

Hauling inherently interacts with stockpile zones. Haulers will haul items to a stockpile zone in the following priority:[Verify]

  1. The stockpile that accepts the item type (though see below)
  2. The stockpile that has a space for the item
  3. The stockpile with the highest priority
  4. 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.

Haul things order[edit]

Haul.png

The "haul things" order marks chunks and other items to be hauled to stockpile zone. Most other items are automatically "haulable" so long as they are not forbidden. For any item, you may have to allow the item or set a valid stockpile zone for it to be hauled.

This order is carried out by colonists assigned to haul in the work menu.

Analysis[edit]

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.

See also[edit]

  • See section Haul on Animal husbandry.