Difference between revisions of "Small shelf"
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A '''small shelf''' is an item of [[furniture]] item that stores up to three stacks of items and protects them from [[deterioration]]. | A '''small shelf''' is an item of [[furniture]] item that stores up to three stacks of items and protects them from [[deterioration]]. | ||
− | == Acquisition == | + | == Acquisition == |
− | + | {{Acquisition}} | |
== Summary == | == 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 {{#ask: [[Body Size::<0.75]] | ?Body Size| ?Type | sort = Type, Type2, Name | limit = 0| searchlabel = 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]]. | + | 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 {{#ask: [[Body Size::<0.75]] | ?Body Size | ?Type | sort = Type, Type2, Name | limit = 0 | searchlabel = 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. | 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. | ||
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=== Storage settings === | === Storage settings === | ||
− | [[File: | + | [[File:Shelf linking.png|thumb|left|150px|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. | 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. | ||
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== Analysis == | == Analysis == | ||
− | [[File: | + | [[File:Shelf trick.png|thumb|left|200px|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. | 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. | ||
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=== 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. Of these stats: | 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. | * 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. | * 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 | + | * 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 non-flammable. |
+ | |||
Because wealth increases [[raid points|raid strength]], high quality shelves can actually be undesirable. However, even a masterwork stone small shelf is only worth {{Icon Small|silver}} 40. And for the purposes of [[raid points#Wealth points|raid points]], wealth from buildings is halved. Therefore the impact of shelf quality on raids is practically nonexistent, unless you're playing on a 500% threat scale [[difficulty]], or if you're using shelves made of [[gold]]. | Because wealth increases [[raid points|raid strength]], high quality shelves can actually be undesirable. However, even a masterwork stone small shelf is only worth {{Icon Small|silver}} 40. And for the purposes of [[raid points#Wealth points|raid points]], wealth from buildings is halved. Therefore the impact of shelf quality on raids is practically nonexistent, unless you're playing on a 500% threat scale [[difficulty]], or if you're using shelves made of [[gold]]. | ||
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== Styles == | == Styles == | ||
− | {{Ideology| | + | {{Ideology|section=true}} |
[[Ideoligion]]s 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. | [[Ideoligion]]s 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. | ||
Revision as of 08:04, 11 January 2024
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
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
- Has Quality
- True
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 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
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.
Analysis
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 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 non-flammable.
Because wealth increases raid strength, high quality shelves can actually be undesirable. However, even a masterwork stone small shelf is only worth 40. And for the purposes of raid points, wealth from buildings is halved. Therefore the impact of shelf quality 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 | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (10.42 secs) | 625100 | 75% | 9.8 |
Gold | 22 | ticks (3.75 secs) | 22530 | 40% | 1,000 |
Granite blocks | 0 | ticks (27.33 secs) | 1,64085 | 0% | 15 |
Limestone blocks | 0 | ticks (27.33 secs) | 1,64078 | 0% | 15 |
Marble blocks | 2 | ticks (25.25 secs) | 1,51560 | 0% | 15 |
Plasteel | 0 | ticks (9.17 secs) | 550140 | 0% | 92 |
Sandstone blocks | 1 | ticks (23.17 secs) | 1,39070 | 0% | 14 |
Silver | 7 | ticks (4.17 secs) | 25035 | 40% | 101 |
Slate blocks | 1 | ticks (27.33 secs) | 1,64065 | 0% | 15 |
Steel | 0 | ticks (4.17 secs) | 25050 | 40% | 20 |
Jade | 11 | ticks (20.83 secs) | 1,25025 | 0% | 55 |
Uranium | 0 | ticks (7.92 secs) | 475125 | 0% | 62 |
Wood | 0 | ticks (2.92 secs) | 17533 | 100% | 13 |
Styles
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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.