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
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
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 20 Stuff (Metallic/Woody/Stony, 200 for SMVs) and 500 ticks (8.33 secs) of work.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Better explanation of linking process. |
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Linking gizmos. |
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.
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 walking time, reduces the number of coolers and firefoam poppers required, reduces the space used, etc. For these warehouses, use the cheapest materials, as the quality and material of a shelf are largely irrelevant. Even in a general room, quality is unlikely to matter.
For a shelf, 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 inside a warehouse, both stats don't matter at all. HP is redundant, as shelves should be very rarely under attack. A nonflammable shelf doesn't protect the items above. In any case, stone is cheap, durable, and immune to fire. Due to the increase in wealth, high quality shelves can actually be undesirable.
Stats table
Shelf | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (20.83 secs) | 1,250200 | 75% | 20 |
Gold | 22 | ticks (7.5 secs) | 45060 | 40% | 2,000 |
Granite blocks | 0 | ticks (52.33 secs) | 3,140170 | 0% | 29 |
Limestone blocks | 0 | ticks (52.33 secs) | 3,140155 | 0% | 29 |
Marble blocks | 2 | ticks (48.17 secs) | 2,890120 | 0% | 28 |
Plasteel | 0 | ticks (18.33 secs) | 1,100280 | 0% | 184 |
Sandstone blocks | 1 | ticks (44 secs) | 2,640140 | 0% | 28 |
Silver | 7 | ticks (8.33 secs) | 50070 | 40% | 200 |
Slate blocks | 1 | ticks (52.33 secs) | 3,140130 | 0% | 29 |
Steel | 0 | ticks (8.33 secs) | 500100 | 40% | 40 |
Jade | 11 | ticks (41.67 secs) | 2,50050 | 0% | 109 |
Uranium | 0 | ticks (15.83 secs) | 950250 | 0% | 123 |
Wood | 0 | ticks (5.83 secs) | 35065 | 100% | 25 |
Styles
This article 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
- 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.