Stockpiles: Difference between revisions
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[[File:Stockpile General.png|50px]] '''Stockpiles''' are areas of the ground set aside for Clanfolk to leave Items. | [[File:Stockpile General.png|50px]] '''Stockpiles''' are areas of the ground set aside for Clanfolk to leave Items. | ||
[[File:Stockpile_Types.png|125px|right|alt=Each of the Stockpile types in a column, names written inside the box|each Stockpile type]] | |||
The [[Main Toolbar]] will initially have no options to place Stockpiles (even if starting the game with Dried Mushrooms and/or Smoked Meat), but after the player has Clanfolk gather Berries or Stones the Toolbar begins to open up with either the Food or Ingredients Stockpile. Each type of Stockpile has a unique border colour to make identifying them easier. | The [[Main Toolbar]] will initially have no options to place Stockpiles (even if starting the game with Dried Mushrooms and/or Smoked Meat), but after the player has Clanfolk gather Berries or Stones the Toolbar begins to open up with either the Food or Ingredients Stockpile. Each type of Stockpile has a unique border colour to make identifying them easier. | ||
Revision as of 04:25, 3 July 2025
Stockpiles are areas of the ground set aside for Clanfolk to leave Items.

The Main Toolbar will initially have no options to place Stockpiles (even if starting the game with Dried Mushrooms and/or Smoked Meat), but after the player has Clanfolk gather Berries or Stones the Toolbar begins to open up with either the Food or Ingredients Stockpile. Each type of Stockpile has a unique border colour to make identifying them easier.
When Stockpiles have been placed they may be extended by attempting to create a new Stockpile of the same type from inside the existing Stockpile. An adjacent Stockpile of the same type will not merge.
Until Stockpiles are placed the Clanfolk will not Haul any of the Gathered Branches, Stones, etc. back to the Colony, unless they are needed specifically for a Building, or as ingredients in crafting something. With stockpile(s) a Clanfellow may go and collect the mass of resources that are left in place after Gathering. Typically more efficient due to stack sizes and much a Clanfellow can carry, compared to how much they would carry to supply an Object, etc..
Should multiple Stockpiles (or Storage Objects) be created, the Clanfolk will not Haul Items between different Priority Stockpiles or Storage unless no other Hauling Jobs are available.
After creating a Stockpile the player may alter what it contains by (de)selecting the items in the infobox that shows up while the stockpile is selected. When new Items are later discovered/crafted they will be added by default in each relevant Stockpile. An on/off toggle is available; having that toggle set to off means newly discovered Items are disallowed by default.
One simple use for this feature is to remove Large Rocks from what may be stored in an Ingredients Stockpile. As Rocks are heavy they take longer to haul, and as they can't be stacked they occupy a tile per Rock. Potentially leading to an Ingredient stockpile being dominated by Rocks.
Speciality Storage Objects will be unlocked in the Ideas tree as the game progresses and supersede the Stockpiles in regards to how much may be stored in the space. Stack size per tile is increased by six times in most storages, and many are waterproof as well, reducing the need for shelter (especially with many Items being damaged by Rain). Stockpiles require no resources in creation and take no time other than the player dragging the box so will remain useful for temporary areas throughout the game.
Stockpile contents
N.B. Table is incomplete. Many Items have different filenames and in game names. Sort order will not match in game.
| Stockpile | Border Colour |
items stored / description |
|---|---|---|
| Remove Stockpile | Drag-and-drop tool to remove a portion (or the entirety) of an existing stockpile | |
| General (Stockpile) | Cyan | Only Stockpile that can hold Crates (Objects boxed for later use.) Holds any item, other than Decorations, Corpses, Rotten items (Dump). See below. Defaults to a lower priority than all other Stockpiles. Thus it may function as an overflow stockpile to some extent. |
| Food (Stockpile) | Red | • • • • • • |
| Ingredients (Stockpile) | Yellow | Raw: Processed: Flax: Wool: Leather: |
| Seeds (Stockpile) | Orange | |
| Tools (Stockpile) Also Instruments |
Pink | Stone: Simple: Iron: Advanced: Instruments: |
| Clothing (Stockpile) | Pale Green | Sack Cloth: Sack Cloth Bottoms • Sack Cloth Cloak • Sack Cloth Hat • Sack Cloth Shirt • Sack Cloth Tunic Fur: Fur Cloak • Fur Hat • Fur Tunic Wool: Wool Cloak • Wool Hat • Wool Shirt • Wool Tunic Leather: Leather Bottoms • Leather Tunic Linen: Linen Bottoms • Linen Coif • Linen Shirt • Plaid |
| Decorations (Stockpile) | Dark Blue | • Decorative Hide • Decorative Tartan • Rushlight Kit While the Items that will get stored here can increase Environmental values when used, storing them does not provide such a bonus. |
| Corpse (Stockpile) | Purple | Dead Animals (including Clanfolk) While the Stockpile itself has no Environmental rating, the corpses will.. |
| Dump (Stockpile) | White | Rotting Items While the Stockpile itself has no Environmental rating, the Items will. |
| Blocker | Dim white | Keeps tiles free of all items |
| Flammable Blocker | Dashed dim white | Keeps tiles free of flammable items, useful for around fires and other Objects that throw sparks. |


