Difference between revisions of "Shelf"

From RimWorld Wiki
Jump to navigation Jump to search
(→‎Analysis: make a subsection)
Line 43: Line 43:
  
 
===Material analysis===
 
===Material analysis===
You should make the shelves as cheap as possible - the quality and material of a shelf are largely irrelevant. Quality only impacts [[beauty]] and [[wealth]]. Material impacts beauty, HP, and flammability.  
+
You should make the shelves as cheap as possible - the quality and material of a shelf are largely irrelevant. Quality only impacts [[beauty]] and [[wealth]]. Material impacts beauty, HP, and flammability. Of these stats:
 
 
Of these stats:
 
 
*The beauty and wealth increases are minimal, unless impractical materials like [[gold]] are used.  
 
*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.  
 
**  If colonists spend only a short time near the shelf, such as in warehouse storage areas, then both stats don't matter at all.  

Revision as of 12:26, 5 January 2023

Shelf

Shelf

A shelf for storing miscellaneous items. Items stored in this will not affect room beauty and they won't deteriorate, even if outside.

Base Stats

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

Building

Size
2 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light

Creation

Required Research
Complex furniture
Work To Make
500 ticks (8.33 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 20
Deconstruct yield
Stuff 10
Destroy yield
Stuff 5

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

Acquisition

Shelves can be constructed once the Complex furniture research project has been completed. Each requires Stuff 20 Stuff (Metallic/Woody/Stony, 200 for SMVs) and 500 ticks (8.33 secs) of work.

Summary

A shelf acts like a stockpile zone that can hold 3 items a tile, or 6 items per shelf. They cannot hold chunks, minified buildings, plants, or large corpses.[How large?] 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.

Their storage default setting 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 to share storage settings, without the need to manually select the entire group each time. You can edit the storage/link settings for unfinished shelves.

Analysis

A shelf's main use is to store items. Each shelf gives thrice the storage space. 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. Eventually, any item that can be put on a shelf should be stored on a shelf - this saves walking time, reduces the number of coolers and firefoam poppers required, reduces the space used, etc.

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.

Material analysis

You should make the shelves as cheap as possible - the quality and material of a shelf are largely irrelevant. Quality only impacts beauty and wealth. 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.

Because wealth increases raid strength, high quality shelves can actually be undesirable.

Stats table

  • Shelf Shelf Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 001,250 ticks (20.83 secs) 200 75% 20 Silver
    Gold Gold 22 000,450 ticks (7.5 secs) 60 40% 2,000 Silver
    Granite blocks Granite blocks 0 003,140 ticks (52.33 secs) 170 0% 29 Silver
    Limestone blocks Limestone blocks 0 003,140 ticks (52.33 secs) 155 0% 29 Silver
    Marble blocks Marble blocks 2 002,890 ticks (48.17 secs) 120 0% 28 Silver
    Plasteel Plasteel 0 001,100 ticks (18.33 secs) 280 0% 184 Silver
    Sandstone blocks Sandstone blocks 1 002,640 ticks (44 secs) 140 0% 28 Silver
    Silver Silver 7 000,500 ticks (8.33 secs) 70 40% 200 Silver
    Slate blocks Slate blocks 1 003,140 ticks (52.33 secs) 130 0% 29 Silver
    Steel Steel 0 000,500 ticks (8.33 secs) 100 40% 40 Silver
    Jade Jade 11 002,500 ticks (41.67 secs) 50 0% 109 Silver
    Uranium Uranium 0 000,950 ticks (15.83 secs) 250 0% 123 Silver
    Wood Wood 0 000,350 ticks (5.83 secs) 65 100% 25 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

    • Alpha 16, it was known as the Equipment rack and could only store apparel, mortar shells, or weapons.
    • 0.17.1546 - renamed from Equipment rack to Shelf, can now store anything instead of only apparel, mortar shells, and weapons
    • 1.1.0 - Shelves were given a path cost. This made them slower to move on top of, but also enabled the behavior of placing items on them without walking on top of them. Prior to this, players would use the "stool trick" for crafting stations, where several stools were placed around a crafting station that had high-priority stockpiles on top of them. Stools had a path cost (but allowed stockpile zones), achieving a similar effect. Description now states that they hide beauty of things inside of them.
    • 1.4.3523 - Shelves can now hold 3 items stacks per tile, or 6 items total, making them much more efficient for space. Removed ability to store chunks, corpses, minified buildings, and other large items. Resource amount lowered from 30 to 20, work to make lowered from 600 to 500.