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IDProjectCategoryView StatusLast Update
0002235Dwarf FortressDwarf Mode -- Transport/Haulingpublic2014-01-27 14:33
Reporterdrafterman Assigned Touser6 
PrioritynormalSeverityminorReproducibilitysometimes
Status resolvedResolutionno change required 
OSWindows Vista 
Product Version0.31.05 
Summary0002235: Brewer retrives plants from far-away stockpiles.
DescriptionI have Still set up next a stockpile with plants for Brewing. At a lower z-level, further way (further away in the xy plane, not anywhere near the Still by any measure of distance) is a food stockpile that also includes plants. The Brewer will invariable walk half way across the map, go down and get plants from *that* stockpile to retrieve something like a Plump Helmet and walk back to the Still, passing through the dozens of Plump Helmets sitting right outside the shop.
Steps To ReproduceI haven't tried to reproduce this in a controlled manner but it has happened on several forts. Create a Still with a plant stockpile next to it. A good distance away on the XY plane, 1 z-level down, create another plant stockpile. Watch as he takes the scenic route.
TagsNo tags attached.

Relationships

child of 0001643 resolveduser6 Dwarves choose to do hauling/collecting jobs furthest away 

Activities

MaDeR Levap

2011-03-13 15:29

reporter   ~0016215

This is not fixable. Dorf first selects thing closest to him in straight line (ignoring pathfinding), and later use pathfinding to go for this item.
I don't think I have to explain why fixing it by pathfinding to EVERY item on map (to find item that really is closest) is very BAD idea, heh.
So, I would not consider it a bug.

Greyhawk

2011-03-13 21:25

reporter   ~0016226

Path finding every item on the map may be infeasible. However, all stockpiles that accept the type of item could be tested with path finding instead. That would require a much smaller list of path finding tests.

The better solution would be that method but also let workshops add stockpiles to override the path finding checks. The user would be able to reorder the stockpiles that are added. The game would then check each stockpile in order looking for an item that can be used, but if none of the added stockpiles have a usable item then it would fallback to path finding tests on other stockpiles.

Issue History

Date Modified Username Field Change
2010-06-09 19:32 drafterman New Issue
2010-06-12 01:58 user6 Relationship added child of 0001760
2010-06-13 18:14 user6 Relationship replaced related to 0001760
2010-06-13 18:15 user6 Relationship replaced child of 0001760
2011-03-10 20:31 user11 Relationship added child of 0001643
2011-03-10 20:31 user11 Relationship deleted child of 0001760
2011-03-13 15:29 MaDeR Levap Note Added: 0016215
2011-03-13 21:25 Greyhawk Note Added: 0016226
2014-01-27 14:33 user6 Status new => resolved
2014-01-27 14:33 user6 Resolution open => no change required
2014-01-27 14:33 user6 Assigned To => user6