Difference between revisions of "Dumping stockpile zone"
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Capt airlock (talk | contribs) (Copied and edited how to use rules for dumping stockiles from the Stockpiles page. Left outdated descriptions. Also edited frag grenades link) |
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* directing gunfire, | * directing gunfire, | ||
* throwing [[Molotov cocktails]], | * throwing [[Molotov cocktails]], | ||
− | * placing various explosives ([[Frag | + | * placing various explosives ([[Frag grenades]]) in the center. |
Additionally, these zones can serve as a cheap alternative sandbag line. | Additionally, these zones can serve as a cheap alternative sandbag line. | ||
+ | |||
+ | ==Creating Dumping stockpiles== | ||
+ | To create a dumping stockpile, click the Dumping Stockpile Zone button, in the [[Zone/Area]] tab of the [[Architect]] menu. Next, simply click and drag to draw the area. If the chosen area has parts that cannot be made into a dumping stockpile, like a [[wall]] or a workbench, a dumping stockpile will be created but they will not be part of it. | ||
+ | Doing the same operation on an already existing stockpile/dumping stockpile will expand it, but maintain whether or not it is a dupming stockpile vs a regular stockplie. When creating a dumping stockpile, any movable items currently occupying the designated tiles will automatically be considered part of the dumping stockpile, even if the dumping stockpile settings disallow those particular items. Removing a dumping stockpile works exactly the same, but with the Delete Zones button. This will erase the specified area. | ||
+ | |||
+ | ==Configuring== | ||
+ | Select a dumping stockpile and click the Storage tab to configure it. | ||
+ | *Priority - Items are brought to dupming stockpiles with higher priority that have available space. Haulers will even move items already in a stockpile that can be moved to a higher priority one. | ||
+ | *Hit points and quality sliders - Set sliders to restrict items based on their hit points and/or quality. | ||
+ | *Item list - Choose what items are allowed. | ||
+ | |||
+ | '''Note:''' The 'Clear All' button will set 'Allow non-dead man's apparel' (under Apparel) to not allowed. This means the dumping stockpile will no longer accept normal apparel unless you check it back on. | ||
+ | |||
+ | ==Using dumping stockpiles== | ||
+ | Once a dumping stockpile has been allocated, haulers will automatically move items to the stockpile when they are available, and as long as the dumping stockpile allows that item and has available space. | ||
== Trivia == | == Trivia == |
Revision as of 20:05, 4 December 2017
This article is suggested to be rewritten. Reason: Please provide a reason . You can help the RimWorld Wiki by improving it. |
Dumping stockpile zone
Access
Architecture, Zone/Area.
Description
This feature allows the creation of a zone where Colonists will place junk (animal corpses, bodies and debris). Once the capacity becomes full, it can either be extended or cleared with methods similar to incinerable garbage by ways such as:
- fire (won`t burn rocks),
- directing gunfire,
- throwing Molotov cocktails,
- placing various explosives (Frag grenades) in the center.
Additionally, these zones can serve as a cheap alternative sandbag line.
Creating Dumping stockpiles
To create a dumping stockpile, click the Dumping Stockpile Zone button, in the Zone/Area tab of the Architect menu. Next, simply click and drag to draw the area. If the chosen area has parts that cannot be made into a dumping stockpile, like a wall or a workbench, a dumping stockpile will be created but they will not be part of it. Doing the same operation on an already existing stockpile/dumping stockpile will expand it, but maintain whether or not it is a dupming stockpile vs a regular stockplie. When creating a dumping stockpile, any movable items currently occupying the designated tiles will automatically be considered part of the dumping stockpile, even if the dumping stockpile settings disallow those particular items. Removing a dumping stockpile works exactly the same, but with the Delete Zones button. This will erase the specified area.
Configuring
Select a dumping stockpile and click the Storage tab to configure it.
- Priority - Items are brought to dupming stockpiles with higher priority that have available space. Haulers will even move items already in a stockpile that can be moved to a higher priority one.
- Hit points and quality sliders - Set sliders to restrict items based on their hit points and/or quality.
- Item list - Choose what items are allowed.
Note: The 'Clear All' button will set 'Allow non-dead man's apparel' (under Apparel) to not allowed. This means the dumping stockpile will no longer accept normal apparel unless you check it back on.
Using dumping stockpiles
Once a dumping stockpile has been allocated, haulers will automatically move items to the stockpile when they are available, and as long as the dumping stockpile allows that item and has available space.
Trivia
0.0.254b As of this version a method of removal of debris (commonly generated from destroyed structures, orbital drops etc) exists similar to corpse removal from graves by the use of explosive charges (research option). Collecting dumpable material via Dumping area designation, then removing one of the middle debris to another dump (after selling the existing Dumping area designation) allows placing the explosive charges inside the former dumping area. Each time the explosive charge is detonated it will cause damage to surrounding material. When the dumped material reaches 0 HP it will be permanently removed from the game.
NOTE: non-organic dumpable material has a high HP count and requires multiple detonations to remove. See below section on pirate defense.
0.0.254b Using the Dumping zone designation one can build a row of refuse at a convenient location in your defensive line of fire. The current AI of incoming pirate raiders favors the use of refuse as a cover mechanism, thus allowing the player some limited control of the raider pathing. When a small wall of refuse is placed for this purpose it is also useful to plant an explosive charge next to it for use if/when the raiders are becoming problematic for your defenses. In this way, you can slowly wear down unwanted garbage refuse while still maintaining the defensive usefulness of the explosive charges during defense.
0.0.254b Refuse in a dumping area slows the movement speed of any creature or person moving across the tile. Using this mechanic it is possible to use refuse as a snare to slow the approach of hostiles before they reach firing range. Note that this tactic only works on those creatures not within firing range or line of sight to a valid target so is best used when your defense members are equipped with long range weapons. If the hostiles are equipped with the same long range guns this tactic is less useful - however since the number of hostiles with maximum range weapons (M-24 Sniper Rifle - range 45) is usually limited this tactic can be quite useful when employed between the 33 to 45 square radius of your defenses, allowing your snipers more time to shoot at incoming hostiles. It is unclear if the cover mechanic protects hostiles even when moving, or if only when stationary behind cover.