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Editing v0.34:Stockpile
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{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}} | {{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}} | ||
− | + | '''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked. | |
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− | '''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to | ||
== Allocating stockpiles == | == Allocating stockpiles == | ||
− | To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. | + | To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. Movable items occupying the designated area (e.g. stone, unbuilt furniture, etc.) still allow a tile to become designated as a stockpile, but this tile will not be used to store anything else until the item occupying it is moved. |
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Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile. | Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile. | ||
− | Stockpiles cannot be expanded once created; you must delete the pile and create a new one | + | Stockpiles cannot be expanded once created; you must delete the pile and create a new one. |
== Using stockpiles == | == Using stockpiles == | ||
− | Once a stockpile has been allocated, | + | Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. |
− | One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material | + | One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items. |
− | It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let | + | It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground. |
− | == Take from a stockpile | + | == Take from a stockpile == |
− | Another feature of stockpiles allows you to tell dwarves to | + | Another feature of stockpiles allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''. |
Each stockpile can take from any number of other stockpiles. You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed. | Each stockpile can take from any number of other stockpiles. You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed. | ||
− | + | However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains. For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large "primary" stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one. | |
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== Give to a stockpile/workshop == | == Give to a stockpile/workshop == | ||
− | Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile | + | Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile. |
− | + | This can also be used to specify that a workshop or forge will only get its materials from a certain stockpile. This provides a way to make sure everything that workshop produces is of a specific material. For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. | |
− | This option | + | This option should be used '''very''' carefully, as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop. Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature. For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then your dwarves will be unable to smelt your ores at that smelter due to a lack of fuel. If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles. Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s. |
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== Max wheelbarrow == | == Max wheelbarrow == | ||
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If set to non-0, then that number of wheelbarrows will be brought to the stockpile. Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile. Each hauling job will be performed using a wheelbarrow, rather than by hand. | If set to non-0, then that number of wheelbarrows will be brought to the stockpile. Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile. Each hauling job will be performed using a wheelbarrow, rather than by hand. | ||
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[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment. | [[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment. | ||
== Will take from anywhere == | == Will take from anywhere == | ||
− | A stockpile that will take from anywhere does not restrict the source of its goods. | + | A stockpile that will take from anywhere does not restrict the source of its goods. Other stockpiles will only accept goods from its assigned [[workshop]]s and other stockpiles. |
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== Stockpile categories == | == Stockpile categories == | ||
===[[Ammo]]=== | ===[[Ammo]]=== | ||
− | This stockpile contains ammo for all forms of ammunition-requiring weaponry (except | + | This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use [[bin]]s to consolidate stacks. |
===[[Animal]]=== | ===[[Animal]]=== | ||
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===[[Corpse | Corpses]]=== | ===[[Corpse | Corpses]]=== | ||
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s gives dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]]. | Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s gives dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]]. | ||
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===[[Finished goods|Finished Goods]]=== | ===[[Finished goods|Finished Goods]]=== | ||
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Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods. | Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods. | ||
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=== [[Food]] === | === [[Food]] === | ||
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=== Custom stockpiles === | === Custom stockpiles === | ||
− | With custom stockpiles you can change which types of materials, goods, etc | + | With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ). |
− | Note that | + | Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use. By default, if the item can be stored, it will try to fill the entire stockpile with that type of container. This can be troublesome, especially early in the game when you don't have nearly enough to go around. |
== Stockpile Settings == | == Stockpile Settings == | ||
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|- | |- | ||
| Weapons | | Weapons | ||
− | | | + | | usable and unusable |
|- | |- | ||
| Armor | | Armor | ||
− | | | + | | usable and unusable |
|} | |} | ||
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A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms. | A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms. | ||
− | + | One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling. | |
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− | One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then | ||
− | Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option | + | Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option. |
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces. | A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces. | ||
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* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]]. | * Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]]. | ||
* Sandpile: [[sand]] bags. | * Sandpile: [[sand]] bags. | ||
− | * | + | * Clothes Plus: a cloth stockpile that also includes [[dye|dyes]]. (Dyes normally count as food.) |
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores. | * Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores. | ||
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone & shell stockpile above. Place near the tannery. | * Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone & shell stockpile above. Place near the tannery. | ||
− | * Brewer's stock: [[List of crops|brewable plants]]. | + | * Brewer's stock: [[List of crops|brewable plants]]. |
− | + | * Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can [[path]] to. | |
− | * Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or | ||
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]]. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.) | * Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]]. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.) | ||
− | * Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special | + | * Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad [[thought]] for the creator. Keep valuable artifacts safe from [[thief|thieves]] in a special stockpile. |
− | * Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near | + | * Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering. |
− | * Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop | + | * Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop can drastically increase the value of that shop's output. |
==Bugs== | ==Bugs== | ||
− | * Currently there is no stockpile category for finished goods made of gems {{Bug|4430 | + | * Currently there is no stockpile category for finished goods made of gems {{Bug|4430}} |
− | + | *Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly. | |
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− | * Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly | ||
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{{Category|Stockpiles|*}} | {{Category|Stockpiles|*}} | ||
{{Category|Items}} | {{Category|Items}} |