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Editing 40d Talk:Refuse stockpile
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:No. Not "strictly". (And refuse ''stockpiles'' don't need items to be marked to be "dumped" - your post is confusing.) A refuse stockpile has 3 subsections, 2 of which are almost identical - there are Item Types, and Corpses and Body Parts. Here's how I use them... | :No. Not "strictly". (And refuse ''stockpiles'' don't need items to be marked to be "dumped" - your post is confusing.) A refuse stockpile has 3 subsections, 2 of which are almost identical - there are Item Types, and Corpses and Body Parts. Here's how I use them... | ||
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::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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::Fish bones are a great example of this. Usually as my fortress matures, I'll eventually end up with five or six fisherdwarfs hauling in tons of fish which eventually are eaten and result in my refuse stockpiles getting flooded with worthless fish bones (since fish are considered "vermin" their bones have no [[value]].) Since I'd rather my bone carvers use the giant or large creature bones that I found in the nearby chasm, I designate the fish bones for dumping so that way my bonecarvers will only use the valuable bones.[[User:3lB33|3lB33]] 02:05, 29 September 2009 (UTC) | ::Fish bones are a great example of this. Usually as my fortress matures, I'll eventually end up with five or six fisherdwarfs hauling in tons of fish which eventually are eaten and result in my refuse stockpiles getting flooded with worthless fish bones (since fish are considered "vermin" their bones have no [[value]].) Since I'd rather my bone carvers use the giant or large creature bones that I found in the nearby chasm, I designate the fish bones for dumping so that way my bonecarvers will only use the valuable bones.[[User:3lB33|3lB33]] 02:05, 29 September 2009 (UTC) | ||
− | : | + | :One or more stockpiles for "remains" allow dwarfs w/ Refuse Hauling to automatically "take out the trash" - grab up all those rat and large cockroach remains, anything the cat kills, and any wilted plants - those go into the rubbish heap, either in a miasma-lock or outside. You can have more than one of these. |
− | : | + | :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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==Other Stockpile comments/questions== | ==Other Stockpile comments/questions== | ||
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==Refuse Hauling== | ==Refuse Hauling== | ||
− | Does anyone have any tips on refuse hauling? I have a refuse pit, quite close to my food stockpile but separated by doors. However, the dwarves will often leave the corpses of vermin lying around my food stockpile, generating [[miasma]] in the food stockpile, when I'd far rather they just cleaned up more quickly. Sometimes it helps to mark the vermin corpses for [[dump]]ing, but I'm not patrolling the food stockpile six times a season to look for corpses! Is there any way to make the dwarves prioritise [[ | + | Does anyone have any tips on refuse hauling? I have a refuse pit, quite close to my food stockpile but separated by doors. However, the dwarves will often leave the corpses of vermin lying around my food stockpile, generating [[miasma]] in the food stockpile, when I'd far rather they just cleaned up more quickly. Sometimes it helps to mark the vermin corpses for [[dump]]ing, but I'm not patrolling the food stockpile six times a season to look for corpses! Is there any way to make the dwarves prioritise [[clean]]ing higher? --[[User:AlexChurchill|AlexChurchill]] 05:55, 16 June 2008 (EDT) |
:You could always give the cleaning labor to some peasants. You could have the entire floor as a retractable bridge, so you could dump all the rubbish below. --[[User:AlexFili|AlexFili]] 07:25, 16 June 2008 (EDT) | :You could always give the cleaning labor to some peasants. You could have the entire floor as a retractable bridge, so you could dump all the rubbish below. --[[User:AlexFili|AlexFili]] 07:25, 16 June 2008 (EDT) | ||
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I think the term "cleanup" is misleading because it implies that a dwarf with the [[Cleaning]] labor is going to do something. Would "disappear" or "disapperate" or even "delete" work instead? The items basically are rotting away into dust, and completely disappear from the stocks—which is certainly useful to know when you've got a gazillion hoary marmot bones lying about in your refuse stocks and need to make room for those really [[Creature|valuable]] dragon bones. [[User:3lB33|3lB33]] 15:07, 4 September 2009 (UTC) | I think the term "cleanup" is misleading because it implies that a dwarf with the [[Cleaning]] labor is going to do something. Would "disappear" or "disapperate" or even "delete" work instead? The items basically are rotting away into dust, and completely disappear from the stocks—which is certainly useful to know when you've got a gazillion hoary marmot bones lying about in your refuse stocks and need to make room for those really [[Creature|valuable]] dragon bones. [[User:3lB33|3lB33]] 15:07, 4 September 2009 (UTC) | ||
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