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Author Topic: How do I set up a refuse pile for only craftable items?  (Read 911 times)

blase6

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How do I set up a refuse pile for only craftable items?
« on: January 10, 2015, 06:13:24 pm »

What I want to do is set up a refuse pile to only accept bones, skulls, hair/wool, shells, etc. Basically everything useful, without useless items like remains. The problem is that I have messed around with the stockpile settings, and either got a stockpile which wouldn't accept anything, or a stockpile which didn't accept the wanted items, and only took remains and corpses, while all the bones and stuff were still in the butcher's shop.

Is it possible to do what I want?
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MonkeyHead

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Re: How do I set up a refuse pile for only craftable items?
« Reply #1 on: January 10, 2015, 06:14:30 pm »

Yes. It should be fairly easy to open stockpile settings (q, then s, IIRC) and set it to accept exactly what you want.

Aslandus

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Re: How do I set up a refuse pile for only craftable items?
« Reply #2 on: January 10, 2015, 08:17:34 pm »

You can also set orders to ignore vermin remains, there's almost never a reason to pick them up.

PatrikLundell

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Re: How do I set up a refuse pile for only craftable items?
« Reply #3 on: January 11, 2015, 05:21:50 am »

Well, there is a reasonably easy way to do it that mostly gets it right, and a considerably more complicated way to get in most of the way to right.

As MonkeyHead said, you need to create your stockpiles and get down into their settings with 'q' and then 's':
In the Refuse section, you can select body parts and items. However, there is an issue in that remains of Forgotten Beasts and Titans are unlisted, so the only way to exclude parts of those from a stockpile is to go down into the Refuse submenu and select 'b'lock All and then add what you want. For instance, I make a stockpile that only takes Fresh Raw Hides in my tanner's workshop, and then exclude those from the other piles by going down into the Item Type sub sub menu.
In the Refuse submenu you'll find the cateogries you probably want, and you might want to leave it at modifying those.

However, body parts from (sort of) sentient creatures spook dwarves and can get them into despair if regularly exposed, and caravans can likewise be spooked by remains, toss the stuff the spooked caravan member carried on the ground, and the caravan then leaves without a notice whatsoever (suddenly you don't have any "haul to depot" jobs and you can't order any, and the caravan has reversed direction).
For that reason, you will want to dispose of sentient parts separately, and that can be done in two ways:
1. Locate every "sentient" body part and Dump it at a suitable location (such as a magma pit). This will interfere with with usage of dumping for other purposes, however.
2. Create a separate "sentient" refuse pile at a place off the side where it can't be seen (I typically have a wall with a door in between). Unfortunately, the process of doing this is very labor intensive, because you will have to manually go into each of the sub sub menus to add/exclude every sentient creature species individually. I typically start with goblins, trolls, and ogres (blind and normal ones), and then fill the list up as I encounter new types (Plump Helmet Men, Reachers, Gorlaks, beast men...). Note that this will have to be done on EACH of your stockpiles (except the tanner one, since Fresh Raw Hides is an item type).
If I knew how, I'd like to define the lists in a file once and then use DFHack to apply those definitions to my refuse piles, similar to how copystock works.
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Arkangel

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Re: How do I set up a refuse pile for only craftable items?
« Reply #4 on: January 11, 2015, 07:50:38 am »

The way I do it works for almost everything, excluding some rare cases of random unusable forgotten beast body parts getting stored. I simply make a refuse stockpile that only accepts skulls, bones, shells, teeth, horns/hooves, and hair/wool (I usually move the hair/wool to a different stockpile near a farmer#s workshop though).
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PatrikLundell

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Re: How do I set up a refuse pile for only craftable items?
« Reply #5 on: January 11, 2015, 08:33:32 am »

The reason I don't want to get FBs into my sentient refuse pile is that I want that one set up for destruction. Currently I have it set up as a partial quantum stockpile where the minecart doesn't dump the bodies. At suitable times, I change the track stop settings to dump the contents, forbid all the dumped parts, and pull a lever of an atom smashing drawbridge. It would be better to automatically dump into a magma pit, but currently it's a bit messy to create one (tricky path to get magma from the volcano without hitting my fortress, and no iron to make a magma carrying minecart with).
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Niddhoger

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Re: How do I set up a refuse pile for only craftable items?
« Reply #6 on: January 11, 2015, 08:18:27 pm »

Hair is processed through a farmers workshop, not a crafting workshop.  I actually make two usable refuse stockpiles for this reason.  The first large one accepts the bones/skulls/shells/hooves/horns and supplies a crafters workshop and a bowyer's workshop (I'd rather make bone xbows and save wood for charcoal, bins/barrels, and beds) and a 2nd nearby one only accepts hair/yarn and has a nearby farmers workshop.  Remember, butchering a shearable animal will still return you a stack of yarn (if they had any to shear).
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NullForceOmega

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Re: How do I set up a refuse pile for only craftable items?
« Reply #7 on: January 11, 2015, 08:59:19 pm »

Just gonna tell you this straight out, if you are using .34 or later, don't do this refuse piles have a property that degrades items left on the pile to nothing fairly quickly.
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PatrikLundell

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Re: How do I set up a refuse pile for only craftable items?
« Reply #8 on: January 12, 2015, 03:04:29 am »

I don't know of any alternatives to getting the craftable butchery results out of the slaughterhouse other than refuse piles. Also, degradation shouldn't be much of an issue, since I would expect you to process the raw material within a reasonable amount of time.
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Larix

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Re: How do I set up a refuse pile for only craftable items?
« Reply #9 on: January 12, 2015, 04:10:47 am »

I always exclude craftable items from my refuse stockpiles and instead put the crafters' workshops next to the butchery. Workshops draw their materials from other workshops just fine, there's no need to go through a stockpile. Furthermore, slaughtering takes no time, so won't be slowed down by cluttered workshops. As a little bonus, bones and shells in workshops don't decay.

Similarly, it's entirely possible and often more efficient to exclude self-sourced cloth from cloth and thread stockpiles - let the loom take directly from the farmer's workshop and clothier from the loom. Removes two hauling jobs from the production chain and cuts out all hauling-caused cancellations.
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blase6

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Re: How do I set up a refuse pile for only craftable items?
« Reply #10 on: January 12, 2015, 04:49:46 pm »

I don't understand what I am doing wrong. I have a refuse pile by my craftsdwarf's workshop set to only accept bones and related products, but all of it is still stuck in the butcher's shop. The only stuff in the stockpile is forgotten beast parts.
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