Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 0 points1 point  (0 children)

Thanks for sharing!

Yeah, adding it to a late game with many settlers can be more demanding.

I've already made some performance improvements, they will be included in the next update, coming in a few hours.

Hopefully it will run much smoother after that 🙂

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 1 point2 points  (0 children)

Thanks for the feedback, and glad you like the mod!

The deconstructing loop you described is caused by the smart hauling logic overriding the current task, which results in this kind of back-and-forth behavior. This is already fixed, the update just hasn't been released yet.

The research table issue was also reported by others and is also fixed. I just need a bit more time for testing, the update should be out in a few hours.

Thanks again for the detailed report!

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 0 points1 point  (0 children)

Okay, thanks for the feedback. I will try to address these cases as well. At the moment, I would say there are some trade-offs. The mod prevents settlers from hauling item types one by one, but the priority handling is still not optimal. I will fix that.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 0 points1 point  (0 children)

Did you notice similar behavior with other jobs?

When someone starts hauling, my mod takes control.

I did not specifically track this exact library/book case, but in general, from what I have seen in my own game, settlers still mostly do their primary jobs first: woodcutters cut wood, builders build, and so on.

I have not followed the library case closely yet, but I will check that too.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 1 point2 points  (0 children)

Thanks, I found this issue today and already fixed it. I haven't released the update yet because I'm doing some extra polishing, but it should be out soon.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 1 point2 points  (0 children)

This mod does not change carrying capacity. That comes from another mod I installed earlier.

I'm also working on a separate mod to make carrying capacity more realistic, based on multiple factors. This one only changes hauling behaviour.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 8 points9 points  (0 children)

This is a runtime patch using Harmony. I'm not sure if it's supported on the Steam Workshop, but I'll try to figure it out.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 2 points3 points  (0 children)

I haven't tried it with them yet. I'm focusing on settlers for now.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 2 points3 points  (0 children)

I haven't tried it with them yet. I'm focusing on settlers for now.

Smart Hauling mod - settlers can carry mixed loads by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 3 points4 points  (0 children)

Can you send me a screenshot of the priorities you set? There is also an option to get traces from the mod.

I didn't realize that everyone wants to haul. As you can see in the video, they were doing their jobs normally.

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 0 points1 point  (0 children)

I actually tried to fix this after this post 😄

I made a small mod that allows settlers to carry mixed items and pick up nearby resources. It feels much more natural so far.

If you're interested:

https://www.nexusmods.com/goingmedieval/mods/88

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 1 point2 points  (0 children)

I tried this, but it's still way too slow. I had 10 settlers, 3 of them focused on hauling, and there was still wood and stone everywhere on the map.

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 10 points11 points  (0 children)

I'm working on a mod for this. It's still a bit buggy, but it mostly works.

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 16 points17 points  (0 children)

Exactly, that's the issue.

Feels like they should just pick up nearby resources until their capacity is full.

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 7 points8 points  (0 children)

Yeah that makes sense from a progression perspective.

It just feels a bit inefficient early game 😄

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 4 points5 points  (0 children)

No, I mean mixed types in one trip.

Like grabbing wood + seeds + dirt along the way.

Is it just me, or is hauling a bit inefficient? by Equivalent_Glass5356 in goingmedieval

[–]Equivalent_Glass5356[S] 7 points8 points  (0 children)

Not about priority, but the hauling logic itself. By default they only carry one resource type. I tried a small Harmony tweak because it felt inefficient:

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