Just noticing this, the wiki still says that stockpiles can only have one stockpile taking from them, however this is not the case. I currently have in my fort setup an output stockpile for charcoal from my wood furnace, that feeds the individual stockpiles for two smelters, three forges, a kiln, and a glass furnace. Likewise I have another output stockpile, from another furnace, that feeds the input stockpiles of two asherys, one for making potash and another for making lye for soap. I think it needs to be corrected but I'm not sure the best way to go about it.
 Max wheelbarrow
Another feature of the stockpile system, max wheelbarrow allows the player to control the amount of wheelbarrows that are allowed to access the stockpile. It can be set to 0, 1, 2, or 3. If set to 0, the stockpile will generate jobs for each item that needs to be placed in it all at once. If it is set to non-0 and a wheelbarrow is available, then it will only generate up to the number of wheelbarrows of jobs.
Suggested change. Ptb ptb 20:16, 13 July 2012 (UTC)
 Total and Core Quality
Finally found info on the topic, why it was not in the wiki already?
Also, it would be very good to explain that "Additional options", namely "Allow Plant/Animal" and "Allow Non-Plant/Animal". AFAIK they affect *every* category and work as an additional filter.
- Thank you for finding me the proper thread on the forums. I feel the urge to document all this and was almost as far as to do my own ‼science‼ because I could not understand the Core Quality and Total Quality either. I shall read through the thread you linked and see how to wiki it. --Nagidal 10:55, 11 August 2012 (UTC)
- I have reworked the article about Item quality. There are also redirects to it from Core quality and Total quality. Thank you once again for finding such a good research source on it. However, I haven't written anything about the additional options (allow plant, allow non-plant) yet, because I don't know how they work. If you can point me to a good source which explains what they mean and how do they affect a stockpile, I will write something about it. Right now my only experience is that once you modify these additinal options in any way, the stockpile won't accept anything. --Nagidal 15:09, 11 August 2012 (UTC)
- Thanks! And sadly no, I didn't found any reliable source on additional options...the ‼science‼ may help though. --22.214.171.124 18:18, 11 August 2012 (UTC)
 Reworking this from scratch
The whole stockpile article has become quite confusing to read. The current version with its heavy and slow hauling, wheelbarrows, minecarts, and stockpiles feeding stockpiles feeding workshops requires much more attention to stockpiles than just some patches and additions to the article's 40d-version. It seems to me that the stockpile article was originally written as a part of the Dwarf fortress mode intro tutorial article and it shows it by mentioning all the workshops and burial receptacles to introduce them to utter newbies. This is unacceptable.
Somebody should make a new brief intro tutorial to stockpiles which would go into the Dwarf fortress mode article. I'm going to rewrite the stockpile article from scratch. Here are my plans:
- The stockpile article itself will only cover the notion of a stockpile and the most basic stockpile types which are predefined in the menu (animal, food, furniture, corpses, refuse, stone, wood, gem, bar/block, cloth, leather, ammo, coins, finished goods, weapons, and armor). These predefined stockpiles will be dealt with only as far as mentioning the kinds of items stored in them, pointing to the items' individual wiki pages. The stockpile article will not contain any information where any of these items are crafted, although it will probably keep some of the tips warnings (e.g. separating ash bars from metal bars, sand bags from furniture).
- What the current stockpile article writes about refuse (section 7.13) could already stand alone as a separate article. Moreover, most of what a refuse stockpile accepts are such valuable materials used for so many different things that we need to emphasize it in a separate Refuse article.
- Sections 8 (Stockpile Settings) and 9 (Notes) of the current version will be rewritten, expanded, and will become Stockpile settings. It will cover everything which can be managed from the stockpile building properties menu ( of a stockpile, especially - ).
- Section 10 (Uses for Custom Stockpiles) will become Custom stockpile with both evergreen and fresh ideas, structured probably by relevant industry branches.
My procedure will be this:
- Start the Refuse article. It will contain what the stockpile article has on refuse, just better structured.
- Write the Custom stockpile article.
- Write the Stockpile settings article. Somebody please explain to me what "Allow Plant/Animal" and "Allow Non-Plant/Animal" do.
- Drastically shorten and restructure the Stockpile article, pointing to Refuse, Custom stockpile, and Stockpile settings where appropriate.
I do not intend take care of any missing newcommer tips about stockpiles. If you think there should be an introduction tutorial about stockpiles, write it as a separate article, or put in a section of Dwarf fortress mode.
--Nagidal 16:52, 11 August 2012 (UTC)