这篇文章需要翻译。你可以帮助矮人要塞中文维基来 翻译它
这篇文章正在被编辑中,编辑完成前请不要同时编辑,以免撞车。此处查看需要帮助的词条列表。编辑者签名:GentleCode讨论) ,本提示有效期15天,过期请协助解除。
关于与储藏区相关的机制利用,请参阅量子储藏区

仓储stockpile矮人们储藏各种物品的地方,它通常位于那些对矮人们来说更安全、更靠近或更方便的地方。开启了相关的“搬运”工作的矮人会找出还没有存进允许接受对应物品储藏区的东西,并在可能的情况下将它们搬进这些适当的储藏区中。将您的储藏区谨慎地布置在适当的位置,以减少矮人们为了把东西搬来搬去所耗费的时间,这一点是十分重要的。除了直接放在储藏区的“地”上,还可以将它们存进储藏区中的容器里,诸如袋子圆桶储物箱当中(参阅使用储物箱与圆桶)。种子袋子、面粉袋子和染料袋子可以直接放进圆桶里,不过空袋子则无法像这样堆叠起来。

StockpilesMenu2010.png

Allocating stockpiles 划分仓储区

To allocate an area as a stockpile, use the p menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press Enter to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press Enter again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it.

要将一个区域划分为仓储区,请使用p菜单。右侧菜单栏将列出所有仓储类别,你可以按下相应键开始划分该类型。划分区域与指定区域原理上完全相同。按Enter选定仓储区域的第一个角,使用主移动键将光标移动到另一个角,然后再次按Enter。(或者,这个阶段也可以使用鼠标一个一个选择所需图块)这将创建所选类型的仓储区,该仓储区占据指定的两个角之间的矩形区域。如果所选区域有无法作为仓储区的部分,如工坊或已经存在的仓储,则会在排除这些区域的基础上创建一个可能不规则的仓储区。

When creating a stockpile, any movable items (e.g. loose stone, unbuilt furniture, etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile "gives" to a workshop or stockpile that will accept those items, or use a dump command to have them carried off to a garbage zone.

创建仓储区时,当前在指定图块内的任何可移动物品(如分散的岩石、未建造的家具等)都将自动视为仓储的一部分,即使仓储设置中未允许这些物品储存。这些物品还会将底下的图块标记为“已满”,因此在移动图块上的所有原本物品之前,将不能在该图块中存储新物品。要处理仓储区中这些不想要的物品,您可以指定该仓储“送至”将接受这些物品的车间或仓储,或者使用倾倒命令将它们运往垃圾

Removing a stockpile works exactly the same, but choose x: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile. This can be useful for cutting out sections of a stockpile in a way to carve a convenient path through them.

移除仓储区的工作原理完全相同,只需在p菜单中选择x:移除指定。这将取消指定选择的区域。通过使用“移除指定”命令移除一个仓储区的某一部分,可以创造矩形以外形状的单个仓储区。这有助于分割仓储区的不同区域,并在其中开辟一条方便通行的道路。

Stockpiles cannot be expanded once created; you must delete the pile and create a new one. DFHack provides three stockpile-related commands capable of loading, saving, and copying stockpile settings, which can make moving and resizing stockpiles much less tedious.

仓储区一旦创建完成就无法扩展;您必须删除该仓储并创建一个新仓储。DFHack提供了三个与仓储相关的命令,分别是加载、保存和复制仓储设置,这可以使调整仓储区大小和转移仓储区变得不那么乏味。

Stockpile Designation Size Limits 仓储区指定区域大小限制

Stockpile allocation (and removal) is limited in size: each edge of the designation area is limited to a maximum of 31 tiles. The limit is per-edge, so for example a stockpile that is only two tiles wide is still limited to a length of 31 (2x31 total size.) The largest possible stockpile is therefore a square of 961 tiles (31*31). DF will not allow a larger area to be selected.

仓储划分(和移除)在大小上是有限的:指定区域的每个边最长31个图块。限制是针对每条边的,举个例子,仅2个图块宽的仓储长度仍限制为31(2x31总面积)。因此,理论上最大的仓储是一个包含961个图块(31*31)的正方形。《矮人要塞》不允许将仓储指定为更大的区域。

Note that this size limitation applies not only to creating stockpiles, but also to removing them. This means that you also cannot remove stockpiles with x in areas greater than 31 long or wide - DF will limit the operation to an area of 31x31 tiles, at most.

请注意,此尺寸限制不仅适用于创建仓储,也适用于移除仓储。这意味着您在移除x仓储区时,最大的可选择区域也不能大于31x31个图块——《矮人要塞》会将该操作限制于31x31个图块的区域内。

Using stockpiles 使用仓储

Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, not counting any obstructions[需要验证]. Additional behavior also includes the fact that dwarves will stockpile the newest item first, which may not necessarily be the nearest item to the stockpile. You can disable automatic stockpiling by setting the stockpile to "take from links only" using q a. Tiles, within a stockpile, containing only forbidden items are considered available space, and can accumulate another item without exploiting quantum stockpiling.

一旦划分仓储完成,默认情况下,只要仓储中有可用空间,矮人就会自动将物品运送到仓储中。请注意,矮人会将物品放在离物品初始位置最近的空位上,这一过程不计算任何障碍物[需要验证]。其他行为还包括矮人会优先储存最新的物品,这可能不一定是离仓储最近的物品。您可以使用q a将仓储设置为“仅从链接处获取物品”来禁用自动储存。库存中的某图块如果仅包含状态为“禁止”的物品,则会被视为可用空间,利用该特性可以在不使用量子储存的情况下堆放另一个物品。

One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map when a new job order is issued). Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.

确保工坊手边就有原材料的一种方法是在工坊旁边放置一个小仓储区。该方法可以加快生产速度,因为相关工匠只需几个步骤即可获得原材料(这也可以防止工匠在发布新的工作订单时拖动材料穿过整个地图)。每当工匠从仓储中取走材料时,你的搬运工矮人会自动收集更多的该材料来重新填充仓储。这可以加快该工作序列,因为其他矮人负责执行耗时的长途运输,而工匠可以专注于制作物品。

It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for gems, your jeweler will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get cluttered and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by quantum stockpiling the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.

没有必要为所有类型的物品设置仓储。如果某个物品类型没有可用的存储空间,矮人会像前面提到的那样,在所有地方寻找该种物品。这可能是有利的——如果你没有宝石的仓储区,你的珠宝匠会去捡那些刚挖出来的宝石,而不必等它们被运到某个仓储区。然而,这也意味着你的珠宝匠必须花费大量时间来搬运宝石。如果你有足够的搬运工可用,通常指定仓储比不指定更有利。还要记住,如果你让极巨量的物品堆积在工坊里,工坊会变得过于杂乱,生产速度也会减慢。所以如果车间变得杂乱,偶尔清理一下也是很重要的。这可以通过以下方式实现:有一个可用的仓库,以便搬运工将物品运走;通过量子储存堆积物品;或通过移除和重建车间,将其内容物全部释放到地上。

Take from a stockpile/workshop 从特定仓储/工坊中取物

Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the q menu, and highlight the destination stockpile. Press t, and, using the cursor, highlight another stockpile and press Enter. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the q menu on the first one, highlight the unneeded stockpile in the list using + and - and press delete Selected.

仓储的另一个特性允许你吩咐矮人将物品从一个仓储转移到另一个仓储。具体来说,你可以使用q菜单,并将光标移至目的地仓储区以突出显示它。然后按t,使光标移动以突出显示想要从中运出物品的仓储并按Enter。你选择的仓储此时将列出那些将要让物品运来的仓储。这将使第二个仓储中的物品被搬运到第一个仓储。若要阻止第一个仓储从第二个仓储中运取物品,请对第一个仓储使用q菜单,并使用+-在列表中突出显示你不再需要继续运至的仓储,然后按d删除所选项目

Each stockpile can take from any number of other stockpiles. You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.

每个仓储可以从其他任何数量的库存中运取物品。你不能让两个仓储之间互相运送物品,尽管两个以上的仓储间循环是可行的(例如,三个仓储间的循环,每个仓储都向下一个仓储运送物品)。

Stockpiles may also take from a workshop, using the same interface (q-t, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with t) become eligible to move to the stockpile. Be aware that any items produced in the workshop that aren't accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.

也可以使用相同的界面(q-t,然后选择一个工坊而不是第二个仓储),使仓储从一个工坊中获取物品。在这样的设置中,工坊内生产的任何物品(用t即可见)都有资格转移到该仓储。请注意,如果工坊生产的物品在关联仓储中状态为不允许储存,将不会被转运到任何地方。他们将滞留在工坊内,直到关联仓储接受它们的储存。

Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:

足够的微操管理将允许你打造并维持一个有效且(相对)精简的供应链。以下是一些示例:

  • 在各个树木砍伐区附近划分多个木材仓储区,然后在木匠工坊附近划分一个大型的“主要”木材仓储区,设置为从各个临近树木砍伐区的木材仓储区中运取木材,最后在烧炭炉附近划分一个小型木材仓储区。这样可以加快木材收获木工工作、以及灰烬木炭的生产。
  • A smallish plant stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the still (this one possibly allowing barrels), taking from the smaller stockpile, lets your general purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to "take from links only", so the harvesters do not waste their time.
  • 在你的农场附近划分一个小的植物仓储区,设置为不允许圆桶的储存,这将让收割者们只花很少的时间储存他们刚刚采摘的作物。在蒸馏器附近划分一个更大的仓储(这个可以允许圆桶的储存),设置为从较小的仓储中拿取物品,让您的通用搬运工完成大部分繁重工作,比如为酿造师搬运他们所需的植物。更大的仓储应设置为“仅从链接仓储/工坊中获取物品”,这样收割者们就不会浪费时间。
  • A clothier's shop produces high-quality new clothing. There is currently no way to stockpile only new clothing, as opposed to worn clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to "take from links only"), so that it only gets new clothing produced in that workshop. If another stockpile with "take from anywhere" and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the trade depot, if you plan to sell the used clothing, or near the garbage disposal, if you do not.
  • 打造一间生产高品质服装裁缝铺。目前没有办法设置仓储为储存新衣服,即穿坏的旧衣服的反面。但其实裁缝铺中堆积的只会是新衣服,所以你可以将仓储设置为从裁缝铺中拿取物品(并且设置为“仅从链接仓储/工坊中获取物品”),这样它只会获得该工坊生产的新衣服。如果另一个仓储被设置为“从任何地方获取物品”,并且没有任何链接,那么该仓储将接受所有旧衣服——它永远不会从已有链接到其他仓储的裁缝铺获取物品。如果你打算出售旧衣服,这些旧衣服可以被放在贸易仓库附近,如果你不打算出售,也可以放在垃圾处理区附近。

Give to a stockpile/workshop 交予仓储/工坊

Conversely, the g key allows a pile to give items to another pile, or to a workshop. When giving to a stockpile, an equal and opposite "take from stockpile" is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.

相对应的,按g键允许一个仓储将物品交予另一个仓储或工坊。当向一个仓储交予时,那个仓储会自动产生一个相对应的“从仓储取物”的设置(反之亦然)。删除这样一个链接的一端的设置也同样会同时删除另一端的设置。

Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that workshop produces is of a specific material. For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. stones); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.

指定工坊或火炉只能从某一仓储中获取材料,提供了一种确保工坊生产的所有产品都是特定材料的方法。例如,将一个储存花岗岩的仓储设置为向一个石匠工坊提供物品,可以确保该工坊只使用花岗岩作为材料。当工坊的所需材料很重(例如石材)时,这一设置方法也能派上大用场;例如将邻近的石材仓储与需要石头的工坊链接起来,可以有效防止石匠盯上数百个图块外的一块巨石。

This option is quite powerful, but should be used very carefully as the linked workshop will now only take from the stockpiles set to give to that workshop. Make sure that the workshop gets all of the materials needed for its jobs there if you use this feature. For example, if you link your ore stockpile to a non-magma smelter, but don't also link a stockpile that includes a fuel source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel. If you set a fuel stockpile to give that smelter, it will still be unable to melt down items marked for melting, because it only takes from the ore and fuel stockpiles. Another common mistake is setting a plant stockpile to give to a still, but forgetting to also link a furniture stockpile to the still so that it has access to barrels.

该设置非常强大,但应非常小心地使用,因为链接工坊如今将从指定仓储中获取物品。如果您想运用此设置,请确保工坊获得其工作所需的所有材料。例如,如果你将你的矿石仓储与一个非岩浆驱动熔炼炉链接起来,但又没有将一个储有或有燃料来源的仓储链接起来,那么矮人将因为缺乏燃料,而无法在该熔炼炉熔炼矿石。如果你为熔炼炉链接了燃料仓储,它仍然无法熔炼标记为“需被熔炼”的物品,因为它只能从指定的矿石和燃料仓储中获取物品。另一个常见的错误是将一个植物仓储链接给了蒸馏器,却忘记了将家具仓储与蒸馏器链接起来,此时蒸馏器就无法使用圆桶

Max bin/barrel 最大储物箱/圆桶量

The max bin and max barrel settings control the number of barrels and bins that are used for organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for quantum stockpiles, by reducing this setting to 0.

Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.

Max wheelbarrow

Another feature of the stockpile system, max wheelbarrow allows the player to control the number of wheelbarrows assigned to the stockpile. It can be set to 0, 1, 2, or 3.

If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.

If set to non-0, then that number of wheelbarrows will be brought to the stockpile. Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile. Each hauling job will be performed using a wheelbarrow, rather than by hand. Your can see this as fine-tuning the speed of collection of the desired items.

Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see Wheelbarrow for more information.

Minecarts can also be used for efficient hauling, although they require a much greater infrastructure investment.

Will take from anywhere

A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with "take from links only" enabled will only accept goods from their assigned workshops and linked stockpiles. You can use q a to toggle this setting on a stockpile.

Setting your seed stockpiles to "take from links only" will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the dining room. When your stockpiled seeds run low you can temporarily toggle to "anywhere" to collect the loose seeds in bulk.

Stockpile categories

Ammo

This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use bins to consolidate stacks.

Animal

Animals stored in cages that are not affixed to a location will be stored in these stockpiles. Traps used for capturing wild animals and empty cages are also stored here.

This type of stockpile cannot use bins or barrels.

Armor

Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in bins.

Note that if refuse is enabled on the stockpile, armor and clothing will wear at an accelerated rate.

Bar/Block

Bars of smelted metal and blocks of cut stone and glass are kept here after being processed by the smelter, mason's workshops, and glass furnaces, before being used for other purposes. Weirdly, ashes, potash, soap, charcoal, and coke from the wood furnace, ashery, soap maker's workshop and smelter will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. Bins can be used to consolidate up to 10 bars/blocks.

Cloth

Woven cloth and thread are stored here (plant fiber, animal hair, and silk). Bins can be used to consolidate items.

Coins

Minted coins are kept here, several thousand of them fitting into a single bin.

Corpses

Dead dwarves and pets that have no burial location will be placed here. If placed indoors, decaying bodies will generate miasma, but bones will not be removed at the end of the season. Rotting pets or friends give dwarves unhappy thoughts unless they are given a proper burial in a burial receptacle.

Corpse stockpiles are now also used to dispose of the bodies of ANY sentient being (goblins, trolls, etc.).

Finished Goods

Finished goods created by the craftsdwarf's workshop, as well as the clothier's shop and the leather works, are placed here before being used in trade or other uses. This type of stockpile can use bins to consolidate items, over a hundred objects can fit into a bin.

Since this stockpile can also contain supplies that the player might not want to trade away (splints, crutches, ropes, waterskins...), it is wise to make separate custom stockpiles for these goods.

Note that if refuse is enabled on the stockpile, clothes and armor will wear at an accelerated rate.

Food

As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products -- seeds, lye, giant desert scorpion venom, bags of dye, and liquid fire, to name a few. Raw fish is brought here, before being processed by a fishery and turned into edible meat. Drinks are always stored in barrels or large pots. Seeds are stored in bags (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.

Barrels and pots can hold, at most, 60 prepared meals. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.

Food will never spoil while in a stockpile, although it may attract and be eaten by vermin. Food stockpiles should, in most cases, be restricted to desired types (e.g. seed stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.

Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a long time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with DFHack, you can use the search function to show only fat or tallow- the permit and forbid keys toggle only those visible in the list.

Furniture Storage

Completed items from the carpenter's workshop, mason's workshop, and mechanic's workshop will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with sand can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.

Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms) via the stockpile settings.

Furniture cannot be stored in barrels or bins.

Gem

This stockpile stores gems and raw glass, both cut and uncut, along with gizzard stones. It can use bins to consolidate gems.

Leather

Leather, which is produced at a tanner's shop, will be kept here. Like most stockpiles, it can use bins to consolidate items.

Refuse

Since dwarves hate rot, because of the miasma it spreads when in an enclosed place like a cave, any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are Outside Light Above Ground do not generate miasma.

If placed on a Subterranean tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build doors (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot.

An alternative to this is to dig channels down from the surface, creating an area of tiles considered to be Light Above Ground, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to Inside, but they will remain Light Above Ground tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the miasma page.)

Bones, skulls, and shells are also stored here, whether from defeated enemies or raw food processing - if left in an area with high vermin levels, these will randomly disappear. Refuse stockpiles can be restricted to store only bones, skulls, shells, teeth, and horns/hooves.

Note that a refuse stockpile is not the same as a garbage dump. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as Dwarves Dump refuse type in o-r will be hauled to the garbage dump instead of the refuse stockpile.

Note that all armor and clothing stored in a refuse stockpile will suffer wear at an accelerated rate. This is a "feature" intended to dispose of unwanted armor.BUG #5711

Be careful on evil biomes, since some can reanimate dead creatures and body parts. If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.

The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, but in a corpse stockpile instead. If your dwarves aren't cleaning up bodies, this is probably why.

Sheets

This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.

Stone

Rough stone will be stored here, as well as ore. These stockpiles cannot use bins or barrels, but the use of wheelbarrows is strongly advised.

Stone management is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are hauled by hand (e.g. from the stone stockpile to the mason's workshop or smelter) by putting such stockpiles very close to the workshops that they feed.

Weapons

Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. Bins can be used to consolidate weapons of any type.

Wood

Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an underground tree farm. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main "customer". Wood stockpiles will also accept "grown" wood logs that elves bring.

This type of stockpile cannot use bins or barrels.

Additional Options

The options are "Allow Plant/Animal" (organic goods) and "Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling "Additional Options" is a common cause of stockpile problems, and these options generally aren't useful anyway.

Custom stockpiles

With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw turtle, mechanisms and all stone types apart from onyx if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with q, then pressing s will allow you to adjust the stockpile settings or in the p menu you can press t to adjust a custom stockpiles settings before placing it with c. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal ores' and 'economic' consist of only one ).

Note that any custom stockpile that accepts any type of refuse will cause automatic degradation to all clothing and armor stored in that stockpile. It is highly advisable to store your shells and bones in a separate stockpile.

Stockpile Settings

The Stockpile Settings screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.

You navigate this screen with + and -, and left and right on the arrow keys. e and d are used to enable and disable the categories. a and b are used to allow or disallow all the subcategories. p and f will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.
Enter will toggle individual item types.

Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.

Core Quality

Core quality means the quality of the craftsdwarfship of the item. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship of the item is fine).

Total Quality

Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).

A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)

See also Crafting Skills, Quality and Statistics research.

Notes

Some categories will have a special extra type of item(s) that can be toggled with u and sometimes j.

Categories Item type
Animals Empty cages and Empty animal traps
Food Prepared food
Weapons Usable and unusable
Armor Usable and unusable


If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under Rooms.

Custom Stockpile Uses

A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the kitchens, your floodgates and mechanisms near the rooms that need statues and doors, your stone blocks next to the forges, and your metal bars by the farms.

When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with the lesser-used items, rendering your custom stockpile nearly useless.

One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will only accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.

Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option. Note, however, that items with wooden decorations will not be excluded. Similarly, nobles who frequently mandate restricted trading can have their preferred goods stored separately, far away from the trade depot.

A highly efficient method is to have wood burning furnaces feeding into a 'charcoal only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.

Other good uses:

  • Planter's stock: seeds and potash. If your ashery is nearby, include ashes and lye.
  • Smelter stock: ores, flux and, unless you're using Magma smelter, coal.
  • Sandpile: sand bags.
  • Dyer's stock: a food stockpile that only includes dyes.
  • Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.
  • Skins: a refuse stockpile limited to skins, a bit like the bone & shell stockpile above. Place near the tannery.
  • Brewer's stock: brewable plants.
  • Miller's stock: millable plants. (An empty bag stockpile will also speed up milling.)
  • Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept drinks scattered strategically through your fort can minimize smoko breaks. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or burrowing dwarves so that local stockpile is the only one they can path to.
  • Artifact materials: The massive value and effectiveness of artifacts means the materials used in them can have drastic effects, sometimes even into the millions. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each strange mood. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)
  • Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special "treasure" stockpile.
  • Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. Also, more volatile foods (such as meat) can be stored closer to your kitchen to encourage your cooks to use them quickly.
  • Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop allows you to specify exactly which stone your masons will use, providing consistent output (and increased value if using economic stone). Additionally, if your mason has a preference for a particular stone, you can increase output quality by having him work with that stone.
  • Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.

Bugs

  • Stockpile options don't work for cloth BUG #4380.
  • Gem stockpiles' material option for clay is hidden in the UI BUG #9749.
  • Marksdwarves may refuse to use ammo stored in bins.BUG #2706
  • Hauling blocks access to items stored in containers; consider creating container-less "feeder" stockpiles linked to your storage stockpiles.
  • Research has suggested that stockpiles are a significant cause of lag; see Quantum Stockpiles for designs that minimize stockpile tiles.
  • Disabling "Additional Options" in the stockpile menu is a common source of stockpile problems.

Troubleshooting

Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:

  • Do you have idle dwarves?
    • Do the idle dwarves have the appropriate hauling labors enabled?
    • Are the idle dwarves constantly taking and cancelling other jobs?
  • Do you have a stockpile that wants this item?
    • Is there an empty spot in the stockpile?
      • Note that hidden items and wheelbarrows tie up stockpile tiles.
    • Can the idle dwarves path to the stockpile and the item?
    • Is the stockpile set to accept from anywhere, not just links?
    • Check both the item's type and its material, in stockpiles that can filter materials.
    • Check that the armor/weapon stockpile setting is "usable" and/or "unusable" as appropriate.
    • Check that "Additional Options" are set correctly to allow the desired items.
  • Is the item unforbidden?
  • Is the item accessible (no civilian alert, burrows, etc.)?
  • Is the item not owned by any dwarf?
  • Is the item not tasked for a job?
  • Is the item not assigned for use in any buildings/constructions?
  • Check your standing orders (o), and make sure this kind of item can be gathered.
    • For refuse, make sure dwarves are allowed to gather refuse that is "outside" (o r).
  • Does the stockpile have wheelbarrows assigned? If so, are they all in use?
  • If the item normally goes in a container, do you have suitable unused containers?
  • Is the item claimed by a location (hospital, tavern, library, temple)?