Difference between revisions of "Stockpile zone"

From RimWorld Wiki
Jump to navigation Jump to search
m (typo)
 
(19 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{TNT|rewrite}}
+
<onlyinclude>{{infobox main|area|
<br />
+
|name = Stockpile zone
<onlyinclude>{{{{TNTN|infobox main}}|area|
+
|image = zone2.png|Stockpile zone
|name =  
+
|description = Used for storing items.
Stockpile zone
+
|type = Zones
|image = zone2.png|
+
|blockswind = false
Stockpile zone
 
|info =  
 
Used for gathering
 
|type = Zones{{!}}
 
Zones
 
|placeable = y
 
|size = 1|1 +
 
 
}}</onlyinclude>
 
}}</onlyinclude>
[[Stockpile]]s are where [[colonists]] store items of various types. [[Colonists]] with the corresponding "hauling" job on will seek out items that aren't already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's advised to place your stockpiles carefully to minimize the amount of time spent hauling items.
+
A '''stockpile zone''' is where items are stored. [[Colonist]]s assigned to [[hauling]] will bring items to stockpiles configured to accept them. [[Animals]] trained in hauling will also haul items, although only occasionally. It's advised to place your stockpiles carefully to minimize the amount of time spent hauling items.
  
==Allocating stockpiles==
+
==Creating stockpiles==
 +
[[File:stockpile_anim.gif|thumb|right|184px|Animation of colonists putting items in a stockpile zone.]]To create a stockpile, click the 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 stockpile, like a [[wall]] or a workbench, a stockpile will be created but they will not be part of it.
 +
Doing the same operation on an already existing stockpile will expand it. When creating a stockpile, any movable items currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. Removing a stockpile works exactly the same, but with the Shrink Zones button. This will erase the specified area.
  
In order to place a stockpile, use the 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 stockpile, like a [[wall]] or a workbench, a stockpile will be created but they will not be part of it.  
+
== Configuring ==
Doing the same operation on an already existing stockpile will expand it.  
+
{{Stub|section=1|reason=renaming}}
When creating a stockpile, any movable items currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. Removing a stockpile works exactly the same, but with the Delete Zones button. This will erase the specified area.
+
Select a stockpile and click the Storage tab to configure it.
 +
*Priority - Items are brought to 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.
  
==Using stockpiles==
+
== Using stockpiles ==
 +
Once a stockpile has been allocated, haulers will automatically move items to the stockpile when they are available, and as long as the stockpile allows that item and has available space.
  
Once a stockpile has been allocated, [[colonists]] with the right job setting will automatically move items to the stockpile when they are available, and as long as the stockpile has available space.  
+
Stockpiles should be placed near workplaces to minimize travel time and to maximize efficiency. When embarking on a large construction project such as a wall around your base, stockpile zones of the material used should be placed near the blueprints. Raw food can also be placed near the cooks.  
  
One method to ensure your crafter [[colonists]] have raw material on hand is to place a small stockpile next to the workbench. This will speed up production as the crafter only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map). Whenever a crafter picks up material from the stockpile, your hauling [[colonists]] will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other [[colonists]] perform the time-consuming distant haul whilst the crafter concentrates on actually making items.
+
One method to ensure your [[Work#Craft|crafters]] have raw material on hand is to place a small stockpile, set to a higher than normal priority, next to the workbench. This will speed up production as the crafter only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map). Whenever a crafter picks up material from the stockpile, your haulers will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other colonists performs the time-consuming distant haul whilst the crafter concentrates on actually making items.
  
 +
[[Shelf|Shelves]] also work well as small, high-priority stockpiles. They also have the advantage over stockpiles of not causing the penalty to beauty that random items lying on the floor do.
  
<span class="pull-left" style="margin-right:15px">[[File:Zone1b.png]]</span><span class="pull-left" style="margin-right:15px">[[File:Zone1a.png]]</span>
+
=== Example: Food storage ===
  
{{{{TNTN|nav}}|zone}}
+
Good stockpile management is essential to keep your base running smoothly. By choosing which items go in each stockpile, and how their priorities are set, you can make sure your colonists always have the materials they need.
[[Category:
+
 
Zones]]
+
Here is an example of how food storage stockpiles can be configured.
 +
 
 +
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 +
 
 +
File:Important stockpile.jpg|thumb|'''A small Important stockpile keeps the cook supplied with meal ingredients.'''
 +
File:Preferred stockpile.jpg|thumb|'''A Preferred stockpile in the barn supplies animals with food, but is less urgent than the stove.'''
 +
File:Normal stockpile.jpg|thumb|'''The everyday general storage place for food is a Normal stockpile in the freezer.'''
 +
File:Low priority stockpile.jpg|thumb|'''A Low priority stockpile handles overflow at harvest, but sits empty when food is scarce.'''
 +
File:Stockpile critical.jpg|thumb|'''In an emergency, a small Critical stockpile can help deliver needed supplies. When the crisis is past, it should be deleted or set to a lower priority.'''
 +
</gallery>
 +
 
 +
{{nav|zone}}
 +
[[Category:Zones]]

Latest revision as of 04:16, 7 January 2024

Stockpile zone

Stockpile zone

Used for storing items.

Base Stats

Type
Zones

Building

Blocks Wind
False

A stockpile zone is where items are stored. Colonists assigned to hauling will bring items to stockpiles configured to accept them. Animals trained in hauling will also haul items, although only occasionally. It's advised to place your stockpiles carefully to minimize the amount of time spent hauling items.

Creating stockpiles[edit]

Animation of colonists putting items in a stockpile zone.

To create a stockpile, click the 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 stockpile, like a wall or a workbench, a stockpile will be created but they will not be part of it.

Doing the same operation on an already existing stockpile will expand it. When creating a stockpile, any movable items currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. Removing a stockpile works exactly the same, but with the Shrink Zones button. This will erase the specified area.

Configuring[edit]

Select a stockpile and click the Storage tab to configure it.

  • Priority - Items are brought to 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.

Using stockpiles[edit]

Once a stockpile has been allocated, haulers will automatically move items to the stockpile when they are available, and as long as the stockpile allows that item and has available space.

Stockpiles should be placed near workplaces to minimize travel time and to maximize efficiency. When embarking on a large construction project such as a wall around your base, stockpile zones of the material used should be placed near the blueprints. Raw food can also be placed near the cooks.

One method to ensure your crafters have raw material on hand is to place a small stockpile, set to a higher than normal priority, next to the workbench. This will speed up production as the crafter only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map). Whenever a crafter picks up material from the stockpile, your haulers will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other colonists performs the time-consuming distant haul whilst the crafter concentrates on actually making items.

Shelves also work well as small, high-priority stockpiles. They also have the advantage over stockpiles of not causing the penalty to beauty that random items lying on the floor do.

Example: Food storage[edit]

Good stockpile management is essential to keep your base running smoothly. By choosing which items go in each stockpile, and how their priorities are set, you can make sure your colonists always have the materials they need.

Here is an example of how food storage stockpiles can be configured.