How does stockpile priority work?

Started by The Man with No Name, April 17, 2017, 04:45:23 PM

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The Man with No Name

I had thought that colonists would haul things to the nearest applicable stockpile and the five priority settings (Low, Normal, Preferred, Important, Critical) were for transferring things between stockpiles. However, it appears that they haul things straight to the stockpile with the highest priority. Is this right?

If so, how would one set up a chain? For example, I have a colonist making medicine in the drugs lab. There is a stockpile set to Critical for medicine in the hospital, and another one set to Low right next to his drugs lab desk. When finishing crafting a medical pack, he carries it to the hospital stockpile. Carrying single items longer distances is obviously very inefficient. How would one get him to place medicine packs in the stockpile next to him so he, or someone else, could haul multiple items at once?

SpaceDorf

By dropping the medicine to the ground.

The priority works thus that high priority stockpiles get filled up first, then the ones with lower priority.

Another method would be restricting your worker to a zone, that excludes the high priority stockpile.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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The Man with No Name

Quote from: SpaceDorf on April 17, 2017, 05:07:19 PM
By dropping the medicine to the ground.
By manually intercepting him when he's hauling every time?

The Man with No Name

I had also been hoping to make roofed areas next to my crop fields, so harvested crops could be dumped there, safe from the unroofed erosion penalty, and then hauled to the freezer.

SpaceDorf

By setting it in the Bill :)

Take to best Stockpile -> Drop on floor.

The arrow next to where you can set the amount.
Static Number / Forever / Do Until
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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SpaceDorf

Quote from: The Man with No Name on April 17, 2017, 05:31:18 PM
I had also been hoping to make roofed areas next to my crop fields, so harvested crops could be dumped there, safe from the unroofed erosion penalty, and then hauled to the freezer.

That sounds like a good job for the animal squad.
Setup Zones for them and you can create a nice supply chain.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

The Man with No Name

Quote from: SpaceDorf on April 17, 2017, 05:31:32 PM
By setting it in the Bill :)
Ah, that's good. Should solve it!  :D

I like city-builder type games. I think the hauling system I described was used in other games, perhaps Zeus: Master of Olympus and Hearthlands. I think haulers' first priority would be to put items that weren't in a stockpile into the nearest stockpile and then, secondarily, to transfer stuff between stockpiles according to their priority setting, so it was possible to set up a chain.

Quote from: SpaceDorf on April 17, 2017, 05:32:56 PMThat sounds like a good job for the animal squad.
Setup Zones for them and you can create a nice supply chain.
How would I do that exactly?

SpaceDorf

Some Animals can be trained for hauling.

Dogs, Pigs ( Wild Boars ) and some more.

Most of the time I create a animal zone for Outside Animals, Like wild boars, bears and all dirty animals.

While clean animals like dogs ( especially pregnant females ) are set to the homezone.

The outside animals can only reach your roofed food storage, while the homezone animals can reach the lower priority food storage and the kitchen storage and will haul from lower to higher priority.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker