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Editing 40d Talk:Refuse stockpile

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:A refuse stockpile set to only accept certain corpses and parts are perfect for near butcher shops - at least for those creatures that are butcherable.  For non-butcherable creature corpses & parts (not a big list - harpies, goblins, humans, elves), a miasma-proof rotting room near your bone-carver is a great use.  Only worry about what's showing up on your map - if you don't have gremlins or ratmen, don't worry about them.  (Delete non-bone creatures like slugmen/snailmen/grimelings in both - waste of time collecting them at all.)  Add in "bones and skulls" so stuff doesn't get moved - unless your rotting room is distant from your bone carver, or if you have more bones than room in that stockpile - then split them up into a rotting room, and a bone/skull storage area (above ground they'll disappear - your call).  Another for raw skins near your tanner is a good plan, but sharing the butcherable corpse locker works well too - they're often worked before they can get hauled.  
 
:A refuse stockpile set to only accept certain corpses and parts are perfect for near butcher shops - at least for those creatures that are butcherable.  For non-butcherable creature corpses & parts (not a big list - harpies, goblins, humans, elves), a miasma-proof rotting room near your bone-carver is a great use.  Only worry about what's showing up on your map - if you don't have gremlins or ratmen, don't worry about them.  (Delete non-bone creatures like slugmen/snailmen/grimelings in both - waste of time collecting them at all.)  Add in "bones and skulls" so stuff doesn't get moved - unless your rotting room is distant from your bone carver, or if you have more bones than room in that stockpile - then split them up into a rotting room, and a bone/skull storage area (above ground they'll disappear - your call).  Another for raw skins near your tanner is a good plan, but sharing the butcherable corpse locker works well too - they're often worked before they can get hauled.  
  
:A garbage ''zone'' is for specific dumping projects - you have a bunch of economic rock you want moved to near your mason's shop, or it's time to move just your stacks of 5 plump helmets to near your still, items you manually, specifically and selectively mark for "dumping".  Typically, ''only one'' garbage zone is {{k|a}}ctive at a time, and then a new one when a different target item needs to be shuffled to that new spot (or the dumped items might end up across the fortress in a different active garbage zone!)  If you only have 1 "active" zone at a time, it's not hard to keep track of.  And meanwhile the refuse ''stockpiles'' are on auto 24/7.--[[User:Albedo|Albedo]] 19:30, 28 September 2009 (UTC)
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:A garbage ''zone'' is for specific dumping projects - you have a bunch of economic rock you want moved to near your mason's shop, or it's time to move just your stacks of 5 plump helmets to near your still, items you manually, specifically and selectively mark for "dumping".  Typically, ''only one'' garbage zone is turned on at a time, and then a new one when a different target item needs to be shuffled to that new spot (or the dumped items might end up across the fortress in a different garbage zone!)  If you only have 1 active" zone at a time, it's not hard to keep track of.  And meanwhile the refuse stockpiles are on auto 24/7.--[[User:Albedo|Albedo]] 19:30, 28 September 2009 (UTC)
  
 
::Ok, I tried to clarify my earlier post to make it clearer.  I still think ''strictly'' was the right word though.  Many newbs will read the starting guides and get the mistaken impression that refuse stockpiles are for unwanted items; while in fact, they are where you want your [[value|valuable]] items nearby to your craft shops.  Everything else which has no MODVALUE in the raws should just be designated for dumping so that way it will eventually disappear from the stocks and not overwhelm the refuse stockpiles.   
 
::Ok, I tried to clarify my earlier post to make it clearer.  I still think ''strictly'' was the right word though.  Many newbs will read the starting guides and get the mistaken impression that refuse stockpiles are for unwanted items; while in fact, they are where you want your [[value|valuable]] items nearby to your craft shops.  Everything else which has no MODVALUE in the raws should just be designated for dumping so that way it will eventually disappear from the stocks and not overwhelm the refuse stockpiles.   

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