Difference between revisions of "Small shelf"

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* [[Version/1.4.3523|1.4.3523]] - Added.
 
* [[Version/1.4.3523|1.4.3523]] - Added.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
 +
* [[Version/1.5.4062|1.5.4062]] - Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane. Removed quality from the building.
  
 
{{Nav|furniture|wide}}
 
{{Nav|furniture|wide}}
 
[[Category:Furniture]]
 
[[Category:Furniture]]

Revision as of 20:07, 1 May 2024

Small shelf

Small shelf

A small triple-stack shelf that holds three times as much as empty ground. Items stored inside will never deteriorate and don't affect the beauty of their surroundings.

Since shelf space is limited, shelves cannot hold chunks, buildings, plants and large corpses.

Base Stats

Type
BuildingFurniture
Mass
4 kg
Beauty
0.5
HP
50
Flammability
100%
Path Cost
50 (21%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light

Creation

Required Research
Complex furniture
Work To Make
250 ticks (4.17 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 10
Deconstruct yield
Stuff 5
Destroy yield
Stuff 2 - 3
Technical
Has Quality
False


A small shelf is an item of furniture item that stores up to three stacks of items and protects them from deterioration.

Acquisition

Small shelves can be constructed once the complex furniture research project has been completed. Each requires Stuff 10 Stuff (Metallic/Woody/Stony, 100 for SMVs) and 250 ticks (4.17 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.

Summary

A small shelf acts like a stockpile zone that can hold 3 items in its tile. They cannot hold chunks, minified buildings, plants, or with a body size greater than 0.75. For a list of corpses that fit in a shelf when fully grown, see here. It also protects items from deterioration and removes their beauty penalty. Instead, the beauty of the area covered by the shelf is only the combined beauty of the shelf itself and the underlying floor or terrain.

Shelves slow passage, but do not block movement. This trait makes it possible for pawns to pick up/place items without actually stepping on its tile. They can be reinstalled as needed.

A small shelf is identical to a shelf that takes one tile instead of two, other than the slight difference in work.

Storage settings

Linking small shelves and blueprints.

The default storage settings is to contain general items at the "Preferred" priority level, but this can be changed at will, even while the shelf is still in an unfinished blueprint form.

Shelves can also be "linked" together in groups. Linked shelves will share the same storage settings. In order to link shelves, select the shelves you want to link (shift-click to select multiple items), then select the "Link settings" gizmo. You can link shelves, even if they are uncompleted. The link will keep the storage settings of the first shelf selected in a link.

Shelves can be named, just like storage areas. It is done by clicking the "Rename" icon in the top left of the building info popup. This will give the shelf or the group it is linked to the name, which then can be used in bills to move the products to the specified shelf group. This allows for shelves to act in the same way as storage areas.

Analysis

The "shelf trick". Shelves next to a worker's seat increase efficiency.

A shelf's main use is to store items. Each shelf gives thrice the storage space per tile. They can store and "mask" many ugly items in your workstation, allow more meat into your freezer, protect weapons and mortar shells from deterioration, etc. The removal of beauty penalty and their slight beauty boost make shelves convenient anywhere you want quick access to items, like medicine in a hospital.

Shelves can also make workers more efficient. Unlike actual storage zones, shelves allow a pawn to place or remove an item without walking on top of them. Working pawns can pick items off an adjacent shelf without needing to leave their seat, which significantly improves crafting time. This technique is best combined with "drop on floor when finished" and having other pawns restock the shelves. Even outside of workstations, not having to stand on top of the tile saves a very small amount of hauling time.

Eventually, any item that can be put on a shelf should be stored on a shelf - this saves space, which saves walking time, reduces the number of coolers and firefoam poppers required, decreases the walls required, etc.

Material analysis

You should make the shelves as cheap as possible - the material of a shelf is largely irrelevant. Material impacts beauty, HP, and flammability. Of these stats:

  • The beauty and wealth increases are minimal, unless impractical materials like gold are used. If colonists spend only a short time near the shelf, such as in warehouse storage areas, then both stats don't matter at all.
  • HP is redundant, as shelves should be very rarely under attack. In any case, shelves of cheap materials are cheap to replace.
  • Flammability rarely matters, as a nonflammable shelf doesn't protect any items on it. If flammability is a concern, then stone is cheap, durable, and nonflammable.

For the purposes of raid points, wealth from buildings is halved. Therefore the impact of shelf material on raids is practically nonexistent, unless you're playing on a 500% threat scale difficulty, or if you're using shelves made of gold. Compared to 2 small shelves, the regular shelf takes 83% the work, but is a bigger loss if destroyed from a targeted tantrum. Either way, the differences are small - place mini shelves where they would fit, and regular shelves elsewhere.

Stats table

  • Small shelf Small shelf Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 000,625 ticks (10.42 secs) 100 75% 9.8 Silver
    Gold Gold 22 000,225 ticks (3.75 secs) 30 40% 1,000 Silver
    Granite blocks Granite blocks 0 001,640 ticks (27.33 secs) 85 0% 15 Silver
    Limestone blocks Limestone blocks 0 001,640 ticks (27.33 secs) 78 0% 15 Silver
    Marble blocks Marble blocks 2 001,515 ticks (25.25 secs) 60 0% 15 Silver
    Plasteel Plasteel 0 000,550 ticks (9.17 secs) 140 0% 92 Silver
    Sandstone blocks Sandstone blocks 1 001,390 ticks (23.17 secs) 70 0% 14 Silver
    Silver Silver 7 000,250 ticks (4.17 secs) 35 40% 101 Silver
    Slate blocks Slate blocks 1 001,640 ticks (27.33 secs) 65 0% 15 Silver
    Steel Steel 0 000,250 ticks (4.17 secs) 50 40% 20 Silver
    Jade Jade 11 001,250 ticks (20.83 secs) 25 0% 55 Silver
    Uranium Uranium 0 000,475 ticks (7.92 secs) 125 0% 62 Silver
    Wood Wood 0 000,175 ticks (2.92 secs) 33 100% 13 Silver
  • Styles

    Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

    Version history

    • 1.4.3523 - Added.
    • 1.4.3525 - Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
    • 1.5.4062 - Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane. Removed quality from the building.