Carts for moving multiple logs/food pieces at once.
It would be a building that would open 2 jobs for cargo movers. They could move up to 3 times the regular moving amount. They can only serve the level that the building is built on. can not pick up or build while on duty.
Comments: 57
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18 Aug, '21
Ben LamotheA cart could cost 6 planks 3 gears and a log each. They could carry up to 6 logs or 12 water or food containers. maybe it could be made in a woodworker or mechanics hut that it would be stored in when not in use
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17 Sep, '21
Jcheungi'd say also make it cost metal block too
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17 Sep, '21
CordovanIt'd be interesting but ultimately I feel like it would be too finicky to be useful. Maybe if it was a research upgrade or something that was automatic.
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17 Sep, '21
bcmpincDwarf Fortress has wheelbarrows. I believe those carry 3 or 5x as much as without the wheelbarrow. However, it needs to be picked up from the stockpile first and moves slower. It's more efficient for high capacity transport of heavy materials (e.g. stone). Dwarves are perfectly fine riding them up and down stairs though.
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I'm not sure whether limiting them to one build level fits the game as I feel that would punish vertical building, which I think is one of the most fun aspects of building in Timberborn. Though maybe that could be offset with having elevators, which would be required for transport between height levels. Then wheelbarrows are a much faster method for transport, but require careful planing or otherwise the benefit is offset by beavers needing to make more detours to get the goods to the destination.
I think it should be an upgrade to the haulers post and that the beavers need to go to the hauler post to get the wheelbarrow and bring it back there when they're done. -
19 Sep, '21
:)Should apply to basically any resource, including water.
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20 Sep, '21
Thaina YuMaybe having cart as supply of hauling post? Will boost strength of hauler to 4-5 times if there is cart availble. But it will deteriorate and decrease in number each time it being used (calculate from length of path beaver using cart and back to the post)
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21 Sep, '21
ReyvinHillI agree with this suggestion. Having them carry everything is tediously slow. Also, allow the carts to move between districts so goods can be shared.
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21 Sep, '21
Ferran FerriWhat about carts over rails? This should force the player to build tracks so you would need infrastructure to grow and gain speed.
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21 Sep, '21
KenjuTricky thing about this would be balance, you want it to be an improvement, but you don't want it to be broken or an outright 'requirement' so to speak.
I love the idea, though to make it fair, I think it would need to be researched first, then each would have to be built individually, giving them an actual investment cost to use. As for how much they would transport, make it require two haulers to operate, but carry three times as much as a single hauler, that would give it a net 50% increase to hauling speed and efficiency after you factor in the time and material cost. -
22 Sep, '21
Dojandoyess please, I can finally supply districts far away without bottlenecking!
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25 Sep, '21
Lion-Ryemake it 1 use because they eat it
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25 Sep, '21
ArkoNot fond of the idea to actually need to individually build a cart from resources.
Instead, dedicated transport building should maybe by default have a higher transportation capacity/speed. It would make this building more useful than currently.
Other solution, make it an advanced version of the transportation building. -
25 Sep, '21
TeddythefireI agree with ben on its cost but I think there should be a cart flag or something close to that. might be too close to halers but if you could make them for a single beaver it would really spice the the game up
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26 Sep, '21
ThefirewardeI think this would go nicely in a logistics update. Either add carts as a research that gives an additional boost to haul huts/a second, better haul hut (and a cosmetic change for those workers) or using a loading dock/unloading dock pair just like distribution centers do.
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26 Sep, '21
Khaim@Arko: "Instead, dedicated transport building should maybe by default have a higher transportation capacity/speed. It would make this building more useful than currently."
They already do? Beavers working at the hauling post and distribution center have +100% strength, which doubles their base carrying capacity. -
27 Sep, '21
AzanekCarts should be available for "at least" distribution center that carry ressource over a big distance.
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27 Sep, '21
Peter DI'm all about giving haulers (and builders too) a graphical cart to haul stuff with. I don't think it should cost any resources. But maybe it could be a 'buildable upgrade' that you purchase at the builders hut.
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28 Sep, '21
FuryoftheStarsI like the idea of carts for distribution posts, but not sure about anything else.
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29 Sep, '21
EmielI'd would be awesome if we get a rail+cart system for transporting large quantities of items between districts. Could be late game, using plenty of iron.
I can think of a massive water hauling project, distant farms districts and wood plantations or a remote industrial area where plenty of power is available. -
29 Sep, '21
chrissi12321I was thinking about maybe adding a rafter's post. So that a single beaver would push a raft to a target anchorage, carrying plenty of goods.
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Sounds a lot more beavery and it puts waterplay on another level. Building canals and such. -
01 Oct, '21
SemishifterBuilding on this, having a late game way to transport large amounts of good across distant districts would be great. My thoughts were trains as it could be metal intensive to build.
A beaver pumped cart could move small amount of goods and
A resource heavy steam engine could haul large amounts while consuming water and logs
Also would look so cool -
05 Oct, '21
Simimaybe even carts (trains / locomotives which need logs to be powered and drive on rails) for bevers to avoid long distances
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06 Oct, '21
Herschdorfer MergedMaybe something like a barrow, that can be researched or manufactured would be nice for speeding up late game transportation.
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07 Oct, '21
Gin Fuyou Admin"Transportation Research" (suggested by Herschdorfer on 2021-10-06), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Oct, '21
ππΎπΆπβ‘ππΉπThis could also be in the form of little boats, allowing us to make locks and canals etc
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13 Oct, '21
JohnyDLone balance to carts might be that they can't go up or down stairs they need longer ramps
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03 Nov, '21
Mikael MergedThere should be a cart factory for better transportation between districts. So far the distributation gets really bad if the map is big and there are more than three to five districts. Its slow and confusing/unclear.
They know the wheel for sure, so there should be cart factory to improve transportation by 500% or so. Would be very motivating and also a good tool to populate big maps.
(i am not sure about the right word in English but I mean something with two wheels the beavers can pull) -
03 Nov, '21
Gin Fuyou Admin"Cart/Carriage factory for better transportation between districts" (suggested by Mikael on 2021-11-03), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Nov, '21
mrfooglesI have no idea of the implications for game design, but the idea of beavers pushing little carts, or employing horses to pull them, is amazing. Lets do it.
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20 Nov, '21
Earth DragonI would like to see Haulers optomized before anything like this is done.
First, water crossing and ladders really messes with this whole idea.
Second, as I intro, Haulers are just not that efficient. When they "check for goods" and are given a task, they never bother to reconsider how many of that object is available at the location upon arrival. So when you hauler goes to the gristmill to pick up the one flour, he never bothers to grab the other two units that were then ready to take to the store house near the bakery. Carts would be doing the same thing and just be frustrating -
29 Dec, '21
Trunks3than maybe they just have to rethink the haulers because in my opinion theyΒ΄re pretty useless(?) they just move the same amount of tinkgs giving them a cart or sth. like that would be more beneficial and maybe if they do adjust the construction costs of that building
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29 Dec, '21
Gin Fuyou AdminTrunks3, no, haulers are extremely important for any moderately large settlement. Infrastructure is a cornerstone of the genre.
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07 Jan, '22
snowbeaverand train for faster transport trough district
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20 Jan, '22
HaydenI love the idea of carts being an upgrade, or even just a necessary boost... to the distribution post. Transporting between districts feels so limited, and a cart to haul large amounts to distant beaver cities would feel so right!
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24 Jan, '22
DillanI love the cart idea, but all the restrictions seem needless to me.
Carts could just be the first purchasable upgrade to the hauling station that increases the existing strength bonus even further and changes their walking animation. I think that would cut down on the work needed to implement it, and I wouldn't be surprised at all if building-specific upgrades were a feature on the radar already. -
04 Feb, '22
FluddyHow where rails with little trains? They need metal and the better planks to be build and for the locomotive metal. For driving, it consumes wood. And I would make it only available to the Iron Teeth, seems to fit there style about exploiting nature and doing everything as efficient as possible.
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26 Feb, '22
jacobi MergedA building that employs beavers who pull small wagons of materials from one location to another. Can transport more materials than a beaver carrying them, but is slower.
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02 Mar, '22
Gin Fuyou Admin"Wagon puller" (suggested by jacobi on 2022-02-26), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Mar, '22
robottoastSome buildings should be upgradeable with the right resources, there should be an upgrade available on hauling posts and distribution posts where for x wood all beavers working out of the building are given a cart which increases their hauling capacity, and if they ever add the idea of animal husbandry to the game perhaps there could be a second tier upgrade to add some kind of beast of burden for a further capacity increase (and/or speed increase)?
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09 Mar, '22
robottoastA barge or some sort of water only vessel that can move an enormous amount of material but only across water would also add a really interesting layer to district planning... would probably require a researchable lock to allow the barge to cross water elevation changes
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13 Sep, '22
ShrubberyCarts could be an item that hauling or distribution posts can consume to increase their workers carrying capacity. They would have their own fabrication building just like the printing press. If you run out of carts, hauling posts just act as normal.
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23 Oct, '22
mermaidkoiConcept of moving large amounts of goods is really nice. I agree with those who say it should be a building, for starters. Individually crafting each dynamite stick to place down for instance is one of the things I find more tedious about the game- making each individual cart would feel frustrating. But, an advanced hauler's building would be absolutely amazing- especially since we have the advanced science points building. An advanced haulers building, or even a revamp of the current, that allows haulers specifically to carry more goods wouldn't break the game in my opinion (consider only 15 workers out of 100 having the ability to dedicatedly carry more), but it would also be seamless with the currently implemented system. It's definitely an idea I'd love to see!
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05 Nov, '22
eric white MergedI think this game would benefit from being able to specialize districts. However, the massive limitation there is the gross inefficiency of transporting between them. This means a lot of beavers with relatively little movement of goods. It's sort of a good study of economics in a way, which is cool. But I would suggest building carts or some sort of good movement update that both haulers and inter-district workers could use. I could rant about a lack of progress in efficiency overall for all resources, but I get the design is largely around wellbeing, but the exceptions to this are the focus. After a few hundred hours of play, I love the game, but am constantly dealing with water and food issues that could easily be solved by this with a lot of effort. Games should reward players for smart play and there is work to be done here.
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12 Nov, '22
Gin Fuyou Admin"Carts or other transportation efficiency upgrade" (suggested by eric white on 2022-11-05), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Nov, '22
julianMaybe the wheel can be that style which is intended to go up and down (3 wheels in 1) i forget the name, but that would enable the cart to go up and down as needed, or maybe add a "stair" type which is actually a ramp, and the cart can only go up or down a ramp, the downside being ramp costs more planks
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06 Jan, '23
QuinJet Mergedan additional job to help distribution.
the build would look like a carriage stable but with the beavers/Bots pulling the carts instead of horses.
it would look like a beaver or 2 pulling a cart loaded with the item being supplied. the cart would carry much more than the average distribution beaver but at a slower speed.
Also, the carts may be able to carry more than just one item. (Example) a cart with a layer of logs on the bottom but some blueberry boxes on top of the logs.
I'm not sure how to describe it better than a caravan trader of sorts -
17 Jan, '23
Gin Fuyou Admin"supply cart/caravan" (suggested by QuinJet on 2023-01-06), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Feb, '23
JohnathanThis could be merged with trains
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24 Feb, '23
Jcheung Adminthey're sufficiently different entities that i personally think not.
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22 Aug, '23
JosXaCan it pick up from multiple stations as to not run with lower than it's maximum carrying capacity?
Let's say the cart picks up 3 water from a pump and still has spare cargo capacity. Will it move to another water pump to grab some more before moving to its destination?