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Author Topic: One stockpile to rule them all  (Read 3443 times)

donald

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One stockpile to rule them all
« on: August 17, 2012, 11:39:24 pm »

I've been toying with this idea but haven't had time to give it a shot yet:

I would, instead of creating multiple 'tier 1' stockpiles (stockpiles which give but don't take), hollow out the majority of an embark tile on a central z-level to be the One Pile, a 'tier 0' stockpile which accepts ALL goods. Other stockpiles must then ultimately take from there, either directly or from another pile which takes from the One Pile.  (Refuse might have to be an exception if that designation causes rot as I've read before somewhere.)

This would lend a tremendous level of organization to dwarven inventory control. Problems with clutter accumulating on the floors due to full stockpiles would go away as the One Pile would serve as buffering capacity for all the others.  Workshop stockpiles could be tweaked on the fly, knowing stuff you've disabled would have a place to go (ie if you wanted to make some cool nether cap beds for those hot summers, just disable all other wood in your carpenters pile and away it goes back to the One Pile).  You would have to have two wood piles normally for this, one closer to the workshop taking the desired wood from the other; now the One Pile serves as that first pile for every workshop.

It would also be needlessly complex, labor intensive and time consuming. I'm wondering if anyone has tried this before or can see any downsides?
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SuicideJunkie

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Re: One stockpile to rule them all
« Reply #1 on: August 17, 2012, 11:51:50 pm »

Make some "tier negative 1" stockpiles in many places where junk tends to accumulate.
Have those stockpiles load minecarts that will dump into the One Pile, and save haulage time while making it a quantum pile!
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donald

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Re: One stockpile to rule them all
« Reply #2 on: August 18, 2012, 12:00:34 am »

Make some "tier negative 1" stockpiles in many places where junk tends to accumulate.
Have those stockpiles load minecarts that will dump into the One Pile, and save haulage time while making it a quantum pile!

Thats a good idea. A sort of series of collective dwarven recycle bins (Do your part to keep WreckedPlanks clean!) with regular pickups. I havent gotten into minecarts much yet but i could see that being my excuse to do so.
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i2amroy

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Re: One stockpile to rule them all
« Reply #3 on: August 18, 2012, 02:52:38 am »

I tend to do something similar to this at the start of my forts to give my dwarves a place to stuff everything that used to be in the wagon. Then as I set up my other stockpiles I slowly remove things from the all stockpile until it doesn't have anything left in it, at which point I remove it completely and turn the area into the start of my underground tree forest area usually.
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Weylyn

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Re: One stockpile to rule them all
« Reply #4 on: August 18, 2012, 05:14:46 am »

Currently I tend to heavily abuse minecart quantum-stockpiling for inventory management, note entirely unlike http://www.bay12forums.com/smf/index.php?topic=114602.0

Generally all magma-based industries are placed in close proximity and all of the mine output is fed to the central pile and distributed to the workshop quantum piles from there. Any crap stone gets fed to a brick factory consisting of four masons' workshops.

Any blocks made of a stone I'm not using to build, along with all other trash, get dropped down the magma chute. This is accomplished by having a room above the magma chute with a stockpile that will accept any item I don't want from anywhere, with a minecart hauling route set to take items from it. The minecart gets pushed off and then hits a dumping track stop over the magma chute so I can get rid of my trash without setting my haulers on fire.

Industries like food and clothing don't really require as much micromanagement, and for those I usually just use the dumping room to get rid of non-masterwork overflow.
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AndreaReina

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Re: One stockpile to rule them all
« Reply #5 on: August 18, 2012, 08:19:21 am »

I've been toying with this idea but haven't had time to give it a shot yet:

I would, instead of creating multiple 'tier 1' stockpiles (stockpiles which give but don't take), hollow out the majority of an embark tile on a central z-level to be the One Pile, a 'tier 0' stockpile which accepts ALL goods. Other stockpiles must then ultimately take from there, either directly or from another pile which takes from the One Pile.  (Refuse might have to be an exception if that designation causes rot as I've read before somewhere.)

This would lend a tremendous level of organization to dwarven inventory control. Problems with clutter accumulating on the floors due to full stockpiles would go away as the One Pile would serve as buffering capacity for all the others.  Workshop stockpiles could be tweaked on the fly, knowing stuff you've disabled would have a place to go (ie if you wanted to make some cool nether cap beds for those hot summers, just disable all other wood in your carpenters pile and away it goes back to the One Pile).  You would have to have two wood piles normally for this, one closer to the workshop taking the desired wood from the other; now the One Pile serves as that first pile for every workshop.

It would also be needlessly complex, labor intensive and time consuming. I'm wondering if anyone has tried this before or can see any downsides?

I thought you can't have one stockpile giving to more than one other stockpile?

A quantum stockpile without the actual stockpile designation would allow any empty stockpile spaces to take from the tier0 pile, but minecarts AFAIK are only loaded from a stockpile, which would then pull from the quantum pile since it's not a designated stockpile, leading to an infinite loop....

Is there a way to set a stockpile as having a higher priority to fill without setting links?
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donald

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Re: One stockpile to rule them all
« Reply #6 on: August 18, 2012, 10:55:42 am »

I thought you can't have one stockpile giving to more than one other stockpile?

I read the same thing and can confirm that the wiki is incorrect in that regard  (it says "Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn. ").  I revised it to reflect that.

I had a mini One Pile similar to what i2amroy talked about set up, to get my caravan indoors quickly.  I set up two one tile wood stockpiles, set both to pull from it, and both did successfully.  I then set up two more one tile wood stockpiles, each taking from the same one-tile wood pile, and both worked as expected (tier2 #1 pile filled from tier1 pile, tier1 refilled from tier0, then tier2 #2 refilled from tier1, and tier1 refilled from tier0).
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PainRack

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Re: One stockpile to rule them all
« Reply #7 on: August 18, 2012, 11:08:21 am »

I've been toying with this idea but haven't had time to give it a shot yet:

I would, instead of creating multiple 'tier 1' stockpiles (stockpiles which give but don't take), hollow out the majority of an embark tile on a central z-level to be the One Pile, a 'tier 0' stockpile which accepts ALL goods. Other stockpiles must then ultimately take from there, either directly or from another pile which takes from the One Pile.  (Refuse might have to be an exception if that designation causes rot as I've read before somewhere.)

This would lend a tremendous level of organization to dwarven inventory control. Problems with clutter accumulating on the floors due to full stockpiles would go away as the One Pile would serve as buffering capacity for all the others.  Workshop stockpiles could be tweaked on the fly, knowing stuff you've disabled would have a place to go (ie if you wanted to make some cool nether cap beds for those hot summers, just disable all other wood in your carpenters pile and away it goes back to the One Pile).  You would have to have two wood piles normally for this, one closer to the workshop taking the desired wood from the other; now the One Pile serves as that first pile for every workshop.

It would also be needlessly complex, labor intensive and time consuming. I'm wondering if anyone has tried this before or can see any downsides?

I did do this for my furniture stockpile, although I didn't have a massive Tier 0/1 to take it from. Rather, my stockpile is set to give it to my jeweler/forge and it takes from my enabled bed/window/door pile, but there's.... a supply glitch somewhere that's interrupting the flow. I think the problem rests in my forge/jeweler furniture ending up back in my furniture stockpile and causing the disruption.....

Your idea sounds like it could solve my problem. Thanks! I'm going to try and implement it:D
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Weylyn

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Re: One stockpile to rule them all
« Reply #8 on: August 18, 2012, 11:11:10 am »

I thought you can't have one stockpile giving to more than one other stockpile?

I read the same thing and can confirm that the wiki is incorrect in that regard  (it says "Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn. ").  I revised it to reflect that.


The information on the wiki probably refers to older versions of DF, in which that was indeed the case.
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Veylon

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Re: One stockpile to rule them all
« Reply #9 on: August 18, 2012, 02:38:21 pm »

The 'One Stockpile' is very easy to implement. Make yourself two stockpiles, one 1x1 and one (say) 4x4. The 1x1 one goes alongside the bigger one. A two-tile-long cart track also goes alongside and dumps into the 1x1. Many dwarves can put stuff into the big one and then dump into the minecart, which dumps into the quantum one. I set the thing to go every ten days or 25% full, as it's right next to your busiest stockpile and won't pull anyone away for too long as well as keeping your minecart from holding things your industries need.

One note: don't have it accept bags. For some reason, there's goofiness in trying to load empty bags into minecarts. I don't know why. Give bags their own normal stockpile.

Also consider doing this to compact your corpse/refuse stockpile.
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Sutremaine

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Re: One stockpile to rule them all
« Reply #10 on: August 18, 2012, 03:01:56 pm »

A two-tile-long cart track also goes alongside and dumps into the 1x1. Many dwarves can put stuff into the big one and then dump into the minecart, which dumps into the quantum one. I set the thing to go every ten days or 25% full
You can leave the minecart, the track stop, and the underlying track all on one tile. Any items placed in the minecart will immediately fall out because minecarts dump whenever they're on an appropriate track stop.
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doublestrafe

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Re: One stockpile to rule them all
« Reply #11 on: August 18, 2012, 04:31:50 pm »

Is it possible to carve a functional single tile of track?
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PaleBlueHammer

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Re: One stockpile to rule them all
« Reply #12 on: August 18, 2012, 04:59:58 pm »

Is it possible to carve a functional single tile of track?

For what purpose?  Placing a track stop at either end?

I've given up on the tracks myself actually, I just use the track stops on a single tile like above.
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Sutremaine

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Re: One stockpile to rule them all
« Reply #13 on: August 18, 2012, 05:26:06 pm »

Is it possible to carve a functional single tile of track?
It's not possible to designate one on flat open ground because you need an exit side for the game to know which way each tile of track is pointing, but once you've designated your two tiles you can remove the designation on one of them. If you have a wall or other uncarveable tile next to the one you want to be a track, you can just run the track designation into that. Even though it won't create a carving job, it will tell the game the direction of its neighbouring track.

It may be a good idea to set up a macro if you're a heavy user of minecart dumps.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.