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Editing v0.34:Container

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[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.
 
[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.
  
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile with bar/block enabled will default to requesting bins.
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[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile woth bar/block enabled will default to requesting bins.
  
 
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] ("[[powder]]s"). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.
 
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] ("[[powder]]s"). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.
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== Spilling ==
 
== Spilling ==
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (see the first link above).
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A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits ([[fortification]]), these continue to move in the same direction with some scattering, otherwise they are displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406|other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230|cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (the first link above).
  
 
== Bugs ==
 
== Bugs ==
* Hauling containers ties up all the items in the containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|5992}} With heavy containers, hauling them around is also inefficient.{{bug|5964}} One workaround is creating a "feeder stockpile" with containers disabled.
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* Container size works in strange ways. Items only have "SIZE" determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags, in that only weight of contents adds up, but the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'' as long as CAPACITY>SIZE (which normally is the case). So they act like bags of holding - have the same stated volume less than their capacity whether empty or holding an arbitrary total amount of items via nested containers.
* Stockpiles with containers enabled and wheelbarrows assigned perform poorly.{{bug|5964}}
 
* Container size works in mysterious ways. Items only have "SIZE" determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'', as long as CAPACITY>SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. The only nesting that normally happens in Fortress mode is minecart > barrel > bag, but this still makes a minor [[exploit]].
 
 
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} Same goes for brewing and extracting. Some of related bugs{{bug|3986}} are fixed, so the details may need re-checking{{verify}}.
 
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} Same goes for brewing and extracting. Some of related bugs{{bug|3986}} are fixed, so the details may need re-checking{{verify}}.
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. Which may be justified with ''brewing'', but also happens to production of items/substances without quality modifiers.
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* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones.Seems to always happen with brewing.
* Metal chests cannot be [[melt]]ed; attempting to do so will leave the chest intact but cause the furnace operator to gain experience (and waste [[fuel]] at non-magma smelters). {{bug|2493}}
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{{Buildings}}
 
{{Buildings}}

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