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Editing v0.34:Stockpile

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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 ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.
 
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 ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.
  
== Take from a stockpile/workshop ==
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== Take from a stockpile ==
  
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. 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'''.
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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.
  
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.
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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.
 
 
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:
 
 
 
*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.
 
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to "take from links only", so the harvesters do not waste their time.
 
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile only new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to "take from links only"), so that it only gets new clothing produced in that workshop. If another stockpile with "take from anywhere" and no links is created, that one will accept all the worn clothing. It will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.
 
  
 
== 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, or to a workshop.  When giving to a stockpile, an equal and opposite "take from stockpile" is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.
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Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile.
  
Specifying that a workshop or furnace will only get its materials from a certain stockpile 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 is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.
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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 is quite powerful, but 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.
 
This option is quite powerful, but 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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One good use for linked stockpiles is [[clothing]] management. A "new" clothing stockpile set to "take from links only" and linked to take from your [[clothier's workshop]]s will accumulate [[wear|unworn]] clothing; a second clothing stockpile near your [[trade depot]] will collect [[wear|worn]] clothing (and [[goblinite]]) for easy [[trade|disposal]].
  
 
==Max bin/barrel ==
 
==Max bin/barrel ==
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===[[Ammo]]===
 
===[[Ammo]]===
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks, but, due to a bug, marksdwarves may refuse to use ammo stored in bins.{{bug|2706}}
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This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.
  
 
===[[Animal]]===
 
===[[Animal]]===
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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.
 
Note that if refuse is enabled on the stockpile, clothes and armor will incur wear over time.
 
  
 
=== [[Food]] ===
 
=== [[Food]] ===
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=== Custom stockpiles ===
 
=== Custom stockpiles ===
  
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 ).
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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 any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.
 
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.
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==Bugs==
 
==Bugs==
* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}, including [[large gem]]s; these items won't be hauled to any stockpile.
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* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}
 
* Stockpile options don't work for cloth {{Bug|4380|workaround=http://www.bay12forums.com/smf/index.php?topic=122782.0}}.
 
* Stockpile options don't work for cloth {{Bug|4380|workaround=http://www.bay12forums.com/smf/index.php?topic=122782.0}}.
* Marksdwarves may refuse to use ammo stored in bins.{{Bug|2706}}
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*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.
* Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.
 
 
* [[Hauling]] [[container]]s back and forth is currently quite inefficient; consider creating container-less "feeder" stockpiles linked to your storage stockpiles.
 
* [[Hauling]] [[container]]s back and forth is currently quite inefficient; consider creating container-less "feeder" stockpiles linked to your storage stockpiles.
 
* Recent [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles.  
 
* Recent [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles.  

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