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Difference between revisions of "40d Talk:Refuse stockpile"

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::::Also, I don't see how assorted change guesses scattered throughout the wiki will do anything to prepare a newbie when a new version comes around. If you think this is a serious problem, we would be better off consolidating known changes into some sort of release notes page when a new version rolls out.
 
::::Also, I don't see how assorted change guesses scattered throughout the wiki will do anything to prepare a newbie when a new version comes around. If you think this is a serious problem, we would be better off consolidating known changes into some sort of release notes page when a new version rolls out.
 
::::Ad hoc mixing of fact and opinion in the same article is poor style, so I think you are correct (even if you didn't intend it that way) that other exploit comments in articles should be removed. They could be replaced with a "see also: [[exploits]]" link at the bottom of the relevant section. [[User:VengefulDonut|VengefulDonut]] 13:27, 20 June 2009 (UTC)
 
::::Ad hoc mixing of fact and opinion in the same article is poor style, so I think you are correct (even if you didn't intend it that way) that other exploit comments in articles should be removed. They could be replaced with a "see also: [[exploits]]" link at the bottom of the relevant section. [[User:VengefulDonut|VengefulDonut]] 13:27, 20 June 2009 (UTC)
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== Seasonal Cleanup ==
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In response to the [http://dwarffortresswiki.net/index.php?title=Refuse_stockpile&oldid=41281267 last revision], in my experience items disappear after an amount of time and do not wait for season changes. Don't have any proof that the time needed for each item is the same, randomized, or dependent on the creature it came from and if its a skull/bone/shell. Perhaps someone wants to setup a bone, skull, and shell stockpile outside and watch it, counting the days? If I get some time today I'll go ahead and test it. --[[User:Elvang|Elvang]] 21:07, 25 July 2009 (UTC)

Revision as of 21:07, 25 July 2009

What are the advantages of using a refuse stockpile over a dump zone? That might not be very clear to new players.--Xazak 19:55, 3 November 2007 (EDT)

Considering myself a new player, the usefulness/function of a dump zone is not clear to me, yes. For now, after some experimentation, i go with not having a dump zone. --Koltom 23:17, 15 February 2008 (EST)
dump zone lets you drop a lot of whatever on 1 square, such as an entire floors worth of stone. you do, however, have to designate each individual thing to be dumped. refuse stockpile only takes trash, but does so automaticaly -Chariot 03:44, 16 February 2008 (EST)

So uh, how do you make a refuse stockpile? What keys in what order? I can't get it to work and I'm not sure if I'm doing something wrong or if the Dwarfs are being naughty. (Wow! Thanks...I'm not sure how I missed that. :)

press p then r , then enter to start marking the area, move cursor, press enter again, refuse stockpile appears. --Koltom 18:45, 2 March 2008 (EST)

Do Shells and bones create miasma? If I create a custom indoor stockpile for them,do I need the airlock system? Currently I only keep fresh hides in a custom stock pile inside a room that holds the butcher and tanner --Mey 17:03, 29 April 2008 (EDT)

Shells and bones do not generate miasma when indoors. Decaying matter that generates shells and bones will, of course. --Marble Dice 18:07, 29 April 2008 (EDT)


following is the discussion from refuse, article has been merged with this one


chasm

Is it possible to use a bottomless chasme as a refuse pit?GarrieIrons 08:22, 8 January 2008 (EST)

Quite possible, and is the intended use for garbage dump zones, as evidenced by the o->r menu that has "Chasm xxx" as opposed to "Dump xxx" or somesuch. Just don't forget that you can't recover anything that gets tossed in there, (i.e. excess stone that you're simply moving out of the way, as opposed to say rotten food or other 'never useful' items.) --Edward 20:26, 8 January 2008 (EST)

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 dumping, 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 cleaning higher? --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. --AlexFili 07:25, 16 June 2008 (EDT)
AFAIK, the cleaning labor causes dwarves to clean up mud, blood, and broken bolts. Refuse hauling makes them haul vermin corpses. --Savok 08:55, 16 June 2008 (EDT)
Make a dwarf focus on refuse hauling, if nothing else works. Tardface 22:26, 15 March 2009 (UTC)

Miasma and Location

I've been working on a glass fortress and my refuse stockpile is Inside Light Above Ground; I have yet to see it emit miasma once even with a booming meat industry. Perhaps it isn't the Inside/Outside flag but the Light/Dark flag that determines if miasma is emitted? Could also be the Above Ground/Subterranean flag, doesn't matter which as you'll never get Inside Light Subterranean. --Elvang 12:51, 10 June 2009 (UTC)

Perhaps, but if that's the case, you might also be losing bones and any other refuse in there to the Seasonal Cleanup process. -Edward 20:48, 10 June 2009 (UTC)
I was going to mention disappearing bones (butchered 23 camels but only a single stack of [10] Camel Bones in stockpile, no bonecarving done yet) but the roof over the stockpile that accepts shells/bones/skulls wasn't exactly finished at the time, so I'm waiting a few years of game time and keeping track of my stocks.

EDIT: Over the course of 3 months my skull stockpile dwindled down from 16 to 6 and bones from 87 to 55. And unless a stack of turtle will only produced a single shell when eaten, I'm either losing a lot of shells or my food is affected too or both. Had 276 turtles in Spring 207, now down to 184 and only 16 shells in stockpile, Winter 208. I double checked and cooking is disabled for turtles. --Elvang 23:37, 10 June 2009 (UTC)

Refuse vs Refuse Stockpile

I just noticed that we have a Refuse article and a Refuse stockpile article both about refuse stockpiles. They were pretty much the same before I edited this one (didn't realize there was a Refuse Stockpile article). Should the refuse stockpile article be removed? None of the other stockpiles listed have their own article (currently links to Refuse stockpile), rather linking to information about the items instead. --Elvang 00:57, 17 June 2009 (UTC)

I'd combine them into this one (ensuring that no detail/insight is lost), and make that one a simple redirect. Also copy/paste that "discussion" page here onto this one, into its own section ("Copied from refuse stockpile") w/ subsections. That's also a good place to make a simple comment that you combined the two, under that main heading, w/ your reasons why ("redundancy" jumps to mind.)Italic text

Exploit

Re:User talk:Birthright

Your argument is based on the premise that the predictions of future changes are generally accurate. I'm not willing to accept that assumption. I think the guesses are wrong at least as often as they are right.
Also, I don't see how assorted change guesses scattered throughout the wiki will do anything to prepare a newbie when a new version comes around. If you think this is a serious problem, we would be better off consolidating known changes into some sort of release notes page when a new version rolls out.
Ad hoc mixing of fact and opinion in the same article is poor style, so I think you are correct (even if you didn't intend it that way) that other exploit comments in articles should be removed. They could be replaced with a "see also: exploits" link at the bottom of the relevant section. VengefulDonut 13:27, 20 June 2009 (UTC)

Seasonal Cleanup

In response to the last revision, in my experience items disappear after an amount of time and do not wait for season changes. Don't have any proof that the time needed for each item is the same, randomized, or dependent on the creature it came from and if its a skull/bone/shell. Perhaps someone wants to setup a bone, skull, and shell stockpile outside and watch it, counting the days? If I get some time today I'll go ahead and test it. --Elvang 21:07, 25 July 2009 (UTC)