v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d Talk:Stockpile"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Core Quality vs Total Quality)
Line 74: Line 74:
  
 
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)
 
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)
 +
 +
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)

Revision as of 01:04, 1 January 2009

Stockpile categories

Ore
Ore will be brought here. This is one of the simpler stockpiles.

Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.

You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar

Should this page be retitled "Stockpile" to keep in line with the title style rules? --BahamutZERO 17:44, 1 November 2007 (EDT)

Done. --Peristarkawan 18:15, 1 November 2007 (EDT)

Custom Catastrophe

According to the forums, and my own experiences, the "Custom" category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking). I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. Scribbler 14:24, 26 September 2008 (EDT)

I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --RomeoFalling 20:48, 4 November 2008 (EST)
Custom stockpiles work perfectly for me, and have for a logn time. Maybe the original poster overlooked the "prepared food" option under the food submenu?--Maximus 18:53, 5 November 2008 (EST)

Bins

how do I make my bins get to the "right" stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a "finished goods" stockpile)GarrieIrons 09:40, 4 January 2008 (EST)

Raw objects generally can't be put in bins, only "processed" goods. For instance, blocks can be put in bins, but not raw stone. The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--Maximus 12:51, 4 January 2008 (EST)
Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.GarrieIrons 01:42, 8 July 2008 (EDT)

Usable/Unusable Weapons/Armour?

Anyone knows exactly what this does? It seems that stockpiles set to "unusable" will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --Sergius 12:44, 12 January 2008 (EST)

I use this when I kill kobolds etc - all the weapons my dwarf collect of hostile creatures then go into the same bin. I can't use them, but I can drag one bin all at once to the visiting merchant - ker-ching! They sell pretty well.
But I agree, it should be that any weapon dwarves cannot use should end up there.GarrieIrons 02:53, 14 February 2008 (EST)

my dear cook

preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size? --Koltom 02:36, 14 February 2008 (EST)

The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?
It seems to be, "forbid" everything but make sure "Prepared food" is turned on. But "prepared food" seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.GarrieIrons 05:40, 27 February 2008 (EST)
well, you could use a refuse pile with only prepared meals enabled...--Koltom 14:39, 29 February 2008 (EST)
to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--Koltom 22:03, 3 March 2008 (EST)

Stone Stockpiles

Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--Seaneat 21:35, 9 July 2008 (EDT)

Just got it, I had ignore minerals. Sorry.--Seaneat 21:35, 9 July 2008 (EDT)

Take From Stockpile

While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --RomeoFalling 18:22, 6 November 2008 (EST)

Clear stone to replace with stockpile?

Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones.

(Is it just me, or do the dwarves sometimes seem really dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --Azaram 05:24, 27 November 2008 (EST)

Stone management. As for the road, when constructing a building, it shows you how distant the materials are, but only "as the crow flies". If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it. Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--Maximus 12:01, 27 November 2008 (EST)
That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --Azaram 21:16, 28 November 2008 (EST)
Dumping more or less allows you to do that.--Maximus 23:59, 28 November 2008 (EST)
Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --Azaram 23:01, 29 November 2008 (EST)

Armor bin capacity

I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? MJSS 20:51, 16 December 2008 (EST)

It depends on the size of the items. An armor bin can hold a lot more boots and gauntlets than it can suits of platemail. It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --Squirrelloid 21:02, 16 December 2008 (EST)
I've long been curious about what the formula is for bin capacity. A question for the future, I guess.--Maximus 15:29, 17 December 2008 (EST)

Core Quality vs Total Quality

What's the difference? Does core quality refer to the quality of the item while total quality somehow takes into account its decorations? If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? Schwern 17:49, 31 December 2008 (EST)

Yes, and I have no idea. --GreyMaria 20:04, 31 December 2008 (EST)