Granger wrote:Miner can port down to the mine, bring an inventory of food and a cart with wheelbarrows, store food at local table, get to work, at the end build a cupboard so he can port back with effectively 8 stockpiles of ore.
In case he's more successful send an alt that changes the full cart for an empty one.
Or build the smelters near the excavation site and only port back a cart with large chests full of bars, plus the lifted cupboard, plus maximum expanded inventory full of then.
Man I dunno what your mines look like but even in the areas where it is mostly just myself mining them out they can become quite extensive and once a node is mined out which doesn't take very long that's about it for that location. Every world I've created a "local" area in relation to my mineholes for storage, smelting and all that but to create a spot for smelters at locations where you're gonna mine out a node in probably an hour or less depending on the size is simply pointless and would only waste more time. You're really gonna build some crappy smelters for ore at a node instead of smelting them at higher q smelters in your village or base? I doubt it.
When I go mining I take bars, nuggets, food if I am so inclined but usually I will hearth back to eat at a good table anyways lest I fuck my hunger once again, pick, high q axe, weapon and armor if you're not someone who just lets themselves get ko'd (or in my case die), barrel of water, strength gear for hard nodes, masonry gear for high q nodes, and also possibly some extra container space for curios, gems, etc. That's a lot of stuff taking up space while I go mining and it is way more ideal to create long roads, mine the stuff out and transport afterwards.
Also why is it better to not complete the road so you get waylaid after taking it and from that point can travel from a connecting milestone to reduce the overall weariness cost, might as well just remove the minimum altogether.