Gnomoria > General Discussions > Topic Details
utildayael Aug 24, 2014 @ 12:53pm
Stockpile Mechanics
Trying to figure out if they are just bugged or what the deal is.

So now we can set stockpiles to push/pull goods from other stockpiles right?

Let's say I have the following:

1 - Metal Bars
2 - Blacksmith Input
3 - Armorsmith Input
4 - Weaponsmith Input
5 - Metalworking Input
6 - Engineer Input


Overflow Metal Bars stockpile is set to take all metal bars, any type. It is priority 6.

Stockpiles 2-6 are all set to pull from Metal Bars at priorty 5.

Should piles 2-6 not all pull from Metal Bars until they are each full? Since they are all weighted the same they are in the same "hauling class" and as long as there are no priority 1-4 jobs, the haulers should be working the P5 jobs which would include these.

My results are sporadic. I end up having to bump 2-6 up in priority to get them worked. Oh and god help me if I accidently bump Metal Bars to a priority greater than 2-6 as IT will start pulling from ALL OF THEM.

Seems like push/pull could use some work. Would be nice to be able to specify multiple push/pull targets. I know if you have multiple stockpilings pushing to one stockpile they all get listed but it doesn't show all the ones pulling nor can you add to either of those lists without going to each push/pull pile and setting it there using up your 1 slot you for push/pull.

Just been having so mixed results trying to get my assembly line goods flowing properly.


Also as a side question. When I redid some stockpiles I ended up with crates in my Metal Bars pile full of logs, about 350 of them. I can't seem to get them OUT. I set that pile to push stocked goods to my Logs pile but since the logs aren't actually stocked... they dont move. It does however do a great job of siphoning all my damn metal bars back from the pull piles. >.<
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Manwoody Aug 24, 2014 @ 7:47pm 
idk about the new push/pull thing, but as far as your unstocked logs... I think your problem might be that the crates containing those logs are actually "unplaced", putting the logs themselves effectively in limbo. When you undesignate a stockpile area, any crates that were placed there become unregistered, though they're still visually represented on screen. Even if you plop a new stockpile over them, they need to be placed again through the build/storage command to work propely.
utildayael Aug 24, 2014 @ 8:11pm 
That's part of it, I had replaced a bunch of stockpiles so these were the unplaced crates being shuffled. It was very much placed, but it was placed w/ the logs in it. :)
Vermillion Cardinal Aug 24, 2014 @ 8:26pm 
I can't say I understood the push/pull mechanics myself when I restarted Gnomoria recently after my hiatus. I experimented with a torch stockpile down at -41 and didn't really quite see what was really going on, or how it made any difference from manually designating separate stockpiles. Guess I must be either doing something wrong or expecting too much.

Right now I'm doing pretty much what I've always done: building workshops around two central warehouses at -1, with two overflow sites at their perimeter. Merchants on the surface right above them so purchased goods are dragged down quickly, and they in turn are surrounded by output sites marked specifically to contain statuettes, rings and other trade goods. To complete things, my farms and the rest form a ring around the market stalls.

Sorry for not really addressing your issue, utildayael. Just making a comment on the system while you're mentioning it.
utildayael Aug 26, 2014 @ 5:49pm 
Was reading the indev notes and it seems push/pull *may* in face be broken now given how many fixes have been added in the RC's.
Hartmann Bloodmouth Nov 9, 2014 @ 3:10am 
I'd personally like to know why my gnomes are bringing clippings to the stockpile, despite me setting a grove for said clippings.
My stockpiles are full of clippings, I have oranges and strawberries rotting out there because I can't figure how to order gnomes to bring the damn clippings to the grove.
Ishan451 Nov 9, 2014 @ 4:02am 
Originally posted by Hartmann Smith:
I'd personally like to know why my gnomes are bringing clippings to the stockpile, despite me setting a grove for said clippings.
My stockpiles are full of clippings, I have oranges and strawberries rotting out there because I can't figure how to order gnomes to bring the damn clippings to the grove.

A grove is not a stockpile. A grove is a farm, where trees are planted.

If no one of your gnomes has Horticulture (or set it to a to low priority for them, as its the default for farmers), they won't plant them, because they are either to busy or don't feel responsible.

They will however always move the clippings to a stockpile, if they do not plant them right away. (You can do that by giving your woodsmen that fell the trees on groves the Horticulture task and setting it higher than the woodchopping, which means they will take down the tree and replant it right away)

I suggest making a clipping stockpile next to your grove and using a sack for the clippings. That way you minimize the walking distance.
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Date Posted: Aug 24, 2014 @ 12:53pm
Posts: 6