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Dwarf fortress stockpile
Dwarf fortress stockpile








dwarf fortress stockpile

It's not necessary to place stockpiles for all types of objects. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items. Because that crafter is busy, that hauling job will be taken by another dwarf. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. This will speed up production as the crafter in question only has to take a few steps to obtain the material. One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. Players are generally advised to avoid stone stockpiles, because stone hauling jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled. Apart from some exceptions, items do not have to be stockpiled at all. When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not.

dwarf fortress stockpile

Additional behaviour also includes the fact that dwarves will stockpile the newest item first, which may not necessarily be the nearest item to the stockpile. Note that the dwarves will place the item into the empty spot that is nearest to the item, not counting any obstructions. Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile. Removing a stockpile works exactly the same, but choose x: Remove Designation. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it. This will create a stockpile of the chosen type that occupies the area between the two corners specified. Press Enter to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press Enter again. Allocating an area works exactly the same as designating an area. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. I would not put the refuse stockpile anywhere near the entrance to the fort, unless you want to spend half your time fighting animated bits of dead thing.To allocate an area as a stockpile, use the p menu. If you put your refuse pile one level underground, remove the roof, then roof over with something, you've created a place that has all the attributes of outside (no miasma, for example), that is secure. Miasma is a possibility, but if you manage your hauling well you can avoid it almost entirely. I am a 100% underground fortress designer. In "Item Types", fresh raw hide you do not want to dump, but everything else is dumpable.Įvery other type, other than body parts and corpses, you want to keep.Ĭorpses you can go through that godawful unordered list and decide what you want to dump, for example it's probably good to dump goblins and bad to dump cows, because your butcher will come get the cow out of there eventually and turn it into stuff.īody parts are harder to deal with because there is no way to distinguish between cow nervous tissue, which you want to dump, and a butcherable hunk of a cow that may have been sliced off by something. It is difficult to use a stockpile to perfectly distinguish between good and bad garbage. I make a room in a convenient place, that has a refuse stockpile in it, which uses a mine-cart to dump the refuse into a pit, and at the bottom of the pit is magma.īutchering is a special case, because sometimes you get vast numbers of dead things at one time, and in these cases I solve the problem with multiple butcher shops, multiple butchers, and by positioning them and the refuse pile near where large numbers of things tend to die. I play the same map over and over, so rather than deal with incrementally learning stuff, I just use DFHack and lay the fortress out right the first time.










Dwarf fortress stockpile