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Difference between revisions of "40d:Refuse stockpile"

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It is useful to keep a [[refuse]] stockpile outside, where no [[miasma]] is created, and/or in an enclosed [[room]] next to your [[butcher]]'s shop to store [[corpse]]s waiting to be slaughtered, prevent [[clutter]], and lock in [[miasma]] from rotting butcher leftovers. Butcher's shops tend to become cluttered very quickly, as a single [[animal]] already "bursts" into many items.
 
It is useful to keep a [[refuse]] stockpile outside, where no [[miasma]] is created, and/or in an enclosed [[room]] next to your [[butcher]]'s shop to store [[corpse]]s waiting to be slaughtered, prevent [[clutter]], and lock in [[miasma]] from rotting butcher leftovers. Butcher's shops tend to become cluttered very quickly, as a single [[animal]] already "bursts" into many items.
  
It is also useful to keep a refuse stockpile holding only [[shells]], [[skulls]] and [[bones]] near your [[craftsdwarf]]'s shop for [[bone carving]] and [[bowyer]]'s shop for making bone [[crossbow]]s. Such a stockpile will not create [[miasma]] because nothing in it can rot.
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It is also useful to keep a refuse stockpile holding only [[shells]], [[skulls]] and [[bones]] near your [[craftsdwarf]]'s shop for [[bone carving]] and [[bowyer]]'s shop for making bone [[crossbow]]s. Such a stockpile will not create [[miasma]] because bones and skulls do not cause maisma (tho' above ground they will rot away and disappear, stockpile or no).  
  
 
You can provide your stockpile with 2 [[door]]s arranged as an airlock. This will mostly prevent [[miasma]] from spreading when a dwarf steps through. You can contain miasma completely by building a diagonal entrance to the refuse area, since miasma cannot travel diagonally. {{version|0.28.181.40d}}
 
You can provide your stockpile with 2 [[door]]s arranged as an airlock. This will mostly prevent [[miasma]] from spreading when a dwarf steps through. You can contain miasma completely by building a diagonal entrance to the refuse area, since miasma cannot travel diagonally. {{version|0.28.181.40d}}
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:''(For a longer discussion on this, see [[Talk:Refuse stockpile#Refuse Stockpile vs. Dump|Talk page: Refuse Stockpile vs. Dumping Zone]])''
  
 
== Details ==
 
== Details ==

Revision as of 19:38, 28 September 2009

Your dwarves will bring mostly animal items to a refuse stockpile, such as chunks, remains, bones, shells, skulls, corpses, raw hides and any rotten items. This helps in avoiding miasma from rotting items in your fortress, if the stockpile is placed right.

It is useful to keep a refuse stockpile outside, where no miasma is created, and/or in an enclosed room next to your butcher's shop to store corpses waiting to be slaughtered, prevent clutter, and lock in miasma from rotting butcher leftovers. Butcher's shops tend to become cluttered very quickly, as a single animal already "bursts" into many items.

It is also useful to keep a refuse stockpile holding only shells, skulls and bones near your craftsdwarf's shop for bone carving and bowyer's shop for making bone crossbows. Such a stockpile will not create miasma because bones and skulls do not cause maisma (tho' above ground they will rot away and disappear, stockpile or no).

You can provide your stockpile with 2 doors arranged as an airlock. This will mostly prevent miasma from spreading when a dwarf steps through. You can contain miasma completely by building a diagonal entrance to the refuse area, since miasma cannot travel diagonally. v0.28.181.40d

(For a longer discussion on this, see Talk page: Refuse Stockpile vs. Dumping Zone)

Details

Corpses, chunks, body parts, skin, and food all can rot, emitting miasma when stored on Inside Dark Subterranean tiles. It is important to know where you want to place your refuse stockpile beforehand, as miasma causes an unhappy thought. Designating a refuse stockpile on any tile with Light Above Ground will prevent miasma, though any items, including bones, shells, and skulls in such areas will occasionally be removed from the game.

Alternatively, you can dig an open pit down to the z-level most convenient for you. Light need only touch the tile once for it to become permanently Light Above Ground, after which you can rebuild the roof.