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Editing 40d Talk:Stockpile

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I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)
 
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)
  
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus{{k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)
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: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)
  
 
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the "prepared food" option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)
 
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the "prepared food" option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)
  
 
:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.<br>i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)
 
:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.<br>i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)
 
::::For me, dwarves ignore custom stockpiles as long as there is an unfilled existing stockpile that accepts whatever the custom stockpile accepts.  Once that stockpile fills (and the dwarves are forced to begin using the custom pile) the custom stockpile is used normally--even if the other stockpile empties.--[[User:Zipdog|Zipdog]] 21:26, 27 April 2009 (UTC)
 
 
:::::I'm having a similar problem.  Whenever I have two stockpiles of the same type but different things accepted (like two refuse piles where one accepts only bones, shells, and skulls and the other accepts all except those), only one gets used.  Individually, either one will get them correctly, but when I have both, one gets ignored. [[User:Greep|Greep]] 04:01, 12 June 2009 (UTC)
 
 
:Regarding custom stockpiles:  I'm pretty sure that setting one up using the custom menu is 100% identical to setting up a standard one and then editing it.  Caveats: You're more likely to mess up the selection when using custom (because it remembers your prior one), whereas you're more likely to mess up the barrels / bins settings when editing an existing one (because those are only set at creation time).
 
 
:Remember also that items must match ALL filters.  That means you must allow some or all "metals" / "materials" selections; some or all  "core quality" and "total quality" modifiers; "usable" and/or "unusable" for weapons/armour; etc.  Selecting "weapons, bolts, steel, masterful, usable" will get you '''only''' masterful steel bolts, and that's also the '''minimum''' needed to get them.  Even something as broad as "weapons, bolts, all materials/metals, all qualities" will get you exactly nothing if you accidentally uncheck "usable".
 
 
:Also, remember that dwarves may not move items in barrels/bins between stockpiles unless the new stockpile also accepts barrels/bins.  To truly unbarrel / unbin stuff, you may have to dump it and reclaim it.
 
 
:Regarding the scenario of a more selective stockpile accepting a subset of what a broader stockpile accepts: This will typically not  work unless you use "take from stockpile" (from broad to selective) or simply turn off some stuff in the broader one so there's no longer an overlap.  There is no rule that says "put items in the most specific stockpile".
 
 
:Regarding not being able to use multiple refuse piles:  Remember that dwarves will not collect outdoor refuse unless you enable it.  That means you cannot create a stockpile for corpses / bodyparts (not bones) outdoors, and a stockpile for bones (not corpses) indoors, and expect your dwarves to take the bones indoors once the corpses rot away.  You must use {{k|o}}-{{k|r}}-{{k|o}} to enable outdoor refuse collection.
 
 
:Hope these help.  Maybe they should be in the article, dunno.  I've never seen any of the problems mentioned in this section, and I use custom stockpiles a lot. &mdash;&nbsp;[[User:Wisq|Wisq]]&nbsp;([[User talk:Wisq|talk]]) 03:14, 13 June 2009 (UTC)
 
 
::I think some of it may also be in the way dwarfs decide what to do where first.  In mining, they'll gravitate toward the top left every time.  Set up a huge stockpile, maybe 20x20, and they'll fill the top row from the left first, then go to the second row, walking over the closer ones to get to that top row.  It's possible that stockpiles are being treated the same, or something parallel.  If you have your custom piles draw from the generic ones, that might solve it, if after a wasted task to put the items in the generic stockpile the first time. But either way, bottom line is: if you want a custom stockpile with X in it, your generic stockpiles have to be tweaked to NOT accept X.--[[User:Albedo|Albedo]] 16:50, 13 June 2009 (UTC)
 
  
 
== Bins ==
 
== Bins ==
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:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)
 
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)
 
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)
 
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)
 
== Putting things in bins higher priority than Take From Stockpile? ==
 
 
In most cases, ''Take From Stockpile'' works fine; however, I seem to have a situation where it does not. Stockpile A is set to accept only skull totems, zero bin maximum, and take from Stockpile B which is set to accept finished goods (incl. skull totems) and has a non-zero bin maximum. However, I find my dwarfs are moving items from A to B, when they should be moving totems from B to A.
 
 
I've only had this problem with skull totems, but I don't think it has to do with the totems themselves, but rather because this is the only time I've been attempting to move items from a stockpile that uses bins to one that does not. Has anyone else seen this? I need to do some testing, but I think the desire to put things in bins on stockpiles overrides the desire to take things from one stockpile to another. --[[User:Mattmoss|Mattmoss]] 18:02, 21 May 2009 (UTC)
 
 
:You could edit the priority of putting items in a bin, over just sitting on the ground.  I think default is like 120 or something.--[[User:Zchris13|Zchris13]] 18:24, 21 May 2009 (UTC)
 
:P.S. It's in the init.
 
 
:Might I ask why you're allowing totems in Stockpile B at all? Seems like an easy way to do it would be to simply have the totems only end up in Pile A. I usually only use "Take from" when preparing to relocate my primary stockpile for an item elsewhere. -[[User:N9103|Edward]] 21:17, 21 May 2009 (UTC)
 
 
== Trampling of food? ==
 
 
Is it just my imagination, or was there once an issue (feature) whereby unbarrelled food, particularly prepared meals, would degrade over time due to trampling by dwarves going to get food?  I can't find mention of it anywhere, but I've been designing trample-proof piles with diagonal "checkerboard" access for a long time now, and I'm wondering if it's still (or was ever) necessary.  Maybe someone confused the vermin issue with trampling?  &mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 01:44, 31 May 2009 (UTC)
 
 
:I think I've found a reference to it, in the [[Wear]] article.  "Wear can be caused by heavy traffic over the location an item is stored."  But my questions still stand re: whether this still/ever applied to food, whether barrels make them immune or just help, etc. &mdash;&nbsp;[[User:Wisq|Wisq]]&nbsp;([[User talk:Wisq|talk]]) 23:23, 31 May 2009 (UTC)
 
::I don't believe it matters. If you read that article, you know that [[wear]] is a sort of lowering of quality. And you ''should'' know that raw foodstuffs have no quality - if you don't, they don't. (And that article specifically states that [[Kitchen#Prepared meals|prepared food]]s are not subject to wear.) Putting these together, we get - it doesn't matter. I don't believe they do, but ~if~ the plump helmets or jaguar meat were to get worn out - they're still plump helmets or meat, and still just as edible and quality-less as before.  (As to the question of where you might have gotten this idea, I got nuthin'.)  I think the important phrase is ''"I can't find mention of it anywhere"''.  If wear effects food, I have seen no report of it either, anywhere.--[[User:Albedo|Albedo]] 23:38, 31 May 2009 (UTC)
 
:::Yeah, I suspect it was a rumour someone started a while back as an explanation for why their food was getting damaged, when in fact it was vermin doing it.  At least now I can stop making wacky stockpiles for unbarrelled food. &mdash;&nbsp;[[User:Wisq|Wisq]]&nbsp;([[User talk:Wisq|talk]]) 05:55, 5 June 2009 (UTC)
 
 
== Moving only items that are in a bin ==
 
 
This is mainly aimed at efficiently moving items to be near the Trade Depot.
 
 
What I want to do is designate a mixed stockpile but then say "only bring full bins to this stockpile".
 
 
Then I can have stockpiles near each workshop, when a bin is full a hauler comes and does the right thing for me.
 
 
It all sounds so easy and logical! Now, is there an easy way to do it? What I am noticing is, if I have
 
 
workshop -> stockpile A -> stockpile B -> trade depot
 
 
when I put "stockpile B" on "max bins: all squares", then my haulers never bother stopping at Stockpile A with inidividual items they just go
 
 
workshop -> haul item -> stockpile B.
 
 
[[User:GarrieIrons|GarrieIrons]] 08:31, 1 June 2009 (UTC)
 
 
== where does bodywear go? ==
 
 
I have two stockpiles set up near my trade depot, one for (unuseable) armor, and one for finished goods (all except quivers and backpacks). My dwarves move all goblin- and kobold-dropped stuff there... except for the bodywear. tunics, robes, coats all litter the landscape still. So is there a way to set a stockpile to accept <narrow giant cave spider silk robe>s?
 
 
--[[User:Syndic|Syndic]] 09:31, 5 July 2009 (UTC)
 
 
any armor goes into armor, any clothes into finished goods - your setup should work. --[[User:Koltom|Koltom]] 19:01, 4 August 2009 (UTC)
 
: (Necroposting FTW) Turn on "claim other death items" (o->F->t). Clothes are personal possessions and so are ignored until the owner dies and the haulers are given permission to move them. ~ [[User:Eidako|Eidako]] 01:39, 18 August 2009 (UTC)
 
 
I think "armor" in finished good stockpile correspond to bodywears.Despite what armor stockpile options implies,whether a wearable item is categorized as "Finished Good" or "Armor" seems to be solely based on its in-game "armor level"(see [http://dwarffortresswiki.net/index.php/Armor#Types_of_Protection]). So all cloth items go to finished good stockpiles,some leather items go to armor stockpiles,shell&bone items all go to armor stockpiles.(i think someone should add that information to main article,i'm not sure my english is good enough...) --[[User:Daedalusai|Daedalusai]] 06:47, 18 November 2009 (UTC)
 
 
== Refreshment Stand ==
 
<blockquote>
 
Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept drinks scattered strategically through your fort can minimise smoko breaks. '''Usefulness: Zero; dwarves will go for the (newest) brew of their preference and conveniently ignore your custom stockpiles 99% of the time. Instead you cause more hauling.'''
 
</blockquote>
 
 
Can someone verify this new information added (in bold)?  I see my own refreshment stands get used a fair bit.  --[[User:Aristoi|Aristoi]] 00:00, 9 September 2009 (UTC)
 
:Dwarves, according to the the articles on alcohol, go for the Fullest barrel first. Not the newest. So, they would go for your custom stockpiles just fine, so long as they were full. There is also some extent to which they go for what they like first. So I can see where the editor could of got that belief. But it's not entirely true. [[User:Shardok|Shardok]] 05:24, 7 November 2009 (UTC)
 
 
== "closest to them" ==
 
 
I've had dwarves stock things at the far end of a stockpile!  That couldn't have been closest to them!
 
--[[User:Aescula|Aescula]] 03:03, 30 January 2010 (UTC)
 

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