Dwarf Fortress

Dwarf Fortress

Morkonan Dec 31, 2022 @ 11:52am
Stockpile Zone - Balancing Distribution - Logic?
Desired Goal: To have several of one Stockpile Zone type being fed or drawing from a central Feeder Stockpile and receiving fairly balanced inventory supply between them. (ie: Drink Zones in multiple Taverns getting supplied more-or-less equally from a centralized supply stockpile.)

Hurdles to Overcome: Dorf-logic


I'd like to balance the distribution of Drinks between several receiving Taverns, using a central supply distribution system. Basically, the receiving Stockpiles would either Draw From or be Pushed To by a Central Stockpile. This could also be applied to many, many, everythings...

But, Dorfs have built-in inefficiencies due to being gifted with Dorf brains.

To date, I have yet to get any such distribution system working well. There's always an inherent balance and a straight-chain network system is very undesirable.

wat do?

The inventory control system is kinda too basic on its face, at least, to achieve the sorts of more complex logistics one would imagine seeing in a game that has so very many crafting/production elements.

At best, what I can work out is just a straight chain that would always have just one stockpile being fed until it is full, with production filling other stockpiles in the chain as the supply backed up. That's not quite ideal, given that massive over-production has to be achieved to provide "equal" distribution, more or less..

(I assume it might be possible to use a Minecart system and its dependent controls to set up a Dorf computer-something, but I'm not quite sure that it hooks into enough things... I haven't messed with it deeply and can't even get a Quantum Stockpile to work properly, no matter what design I used that the Vets in youtube tutes profess is "the way." (I have no clue why they don't work for me, truly, no matter what design I try out. But, that's a separate rant :/ ...)


Help me, Urist, you're my only hope...
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Showing 1-6 of 6 comments
TedDidNothingWrong Dec 31, 2022 @ 12:01pm 
Minecarts and quantum stockpiles are exactly what you need for this. They're a bit confusing but once you figure them out its a very powerful logistics tool.

This video explains it well for steam version:
https://www.youtube.com/watch?v=GCEVegl_VPQ
Morkonan Dec 31, 2022 @ 12:05pm 
Originally posted by TedDidNothingWrong:
Minecarts and quantum stockpiles are exactly what you need for this. They're a bit confusing but once you figure them out its a very powerful logistics tool.

This video explains it well for steam version:
https://www.youtube.com/watch?v=GCEVegl_VPQ

I used that method, out of several, and... no luck. Items would pile up, but Dorfs wouldn't access them. I used another method that doesn't use the "kick" feature and it didn't work, either. I used another method that didn't use the kick feature, but was different than that one, and it didn't work, either... I haven't used the Dump zone method, but that's not a hands-off one. And, yes, I've been banging my head on the keyboard over this for far too long.

But, can you explain why this is "exactly what I need" to balance these receiving stockpiles? How would such a method work, exactly? I probably don't want an infinitely large receiving stockpile in this chain... What would the logic controls for the system you're proposing look like?
Boomshanka Dec 31, 2022 @ 12:10pm 
Originally posted by Morkonan:
Desired Goal: To have several of one Stockpile Zone type being fed or drawing from a central Feeder Stockpile and receiving fairly balanced inventory supply between them. (ie: Drink Zones in multiple Taverns getting supplied more-or-less equally from a centralized supply stockpile.)

Hurdles to Overcome: Dorf-logic


I'd like to balance the distribution of Drinks between several receiving Taverns, using a central supply distribution system. Basically, the receiving Stockpiles would either Draw From or be Pushed To by a Central Stockpile. This could also be applied to many, many, everythings...

But, Dorfs have built-in inefficiencies due to being gifted with Dorf brains.

To date, I have yet to get any such distribution system working well. There's always an inherent balance and a straight-chain network system is very undesirable.

wat do?

The inventory control system is kinda too basic on its face, at least, to achieve the sorts of more complex logistics one would imagine seeing in a game that has so very many crafting/production elements.

At best, what I can work out is just a straight chain that would always have just one stockpile being fed until it is full, with production filling other stockpiles in the chain as the supply backed up. That's not quite ideal, given that massive over-production has to be achieved to provide "equal" distribution, more or less..

(I assume it might be possible to use a Minecart system and its dependent controls to set up a Dorf computer-something, but I'm not quite sure that it hooks into enough things... I haven't messed with it deeply and can't even get a Quantum Stockpile to work properly, no matter what design I used that the Vets in youtube tutes profess is "the way." (I have no clue why they don't work for me, truly, no matter what design I try out. But, that's a separate rant :/ ...)


Help me, Urist, you're my only hope...
How about, you main feeder stockpile is actually split into lets say four stockpiles and have those individual stockpiles feeding there own destination stockpile? you may need to build a still for each stockpile though to maintain balance. Just a top of my head swipe at it
Morkonan Dec 31, 2022 @ 12:17pm 
Originally posted by Boomshanka:
How about, you main feeder stockpile is actually split into lets say four stockpiles and have those individual stockpiles feeding there own destination stockpile? you may need to build a still for each stockpile though to maintain balance. Just a top of my head swipe at it

That just creates four separate straight chains. :) And, yes, to try to ensure they all received the intended product, they'd need four dedicated feeders, ultimately being producers/Workshops.

What I want is a central stockpile that distributes to other stockpiles in some way that ensures at least each stockpile it's distributing to gets some product, no matter what the product is.

If it can only be straight-lined single give<->take stockpiles to ensure product moves appropriately, outside of Filtering systems, which are entirely different, then... uh... that's "bad." I do understand making the player juggle stuffs, but with all the products and uses in this game there's got to be something in there under the hood to assist a player's distribution efforts. Surely?
Last edited by Morkonan; Dec 31, 2022 @ 12:17pm
Tanker Jan 1, 2023 @ 1:47pm 
Minecarts with manual unloading and limited sizes of destination stockpiles should make the thing.
Morkonan Jan 1, 2023 @ 2:35pm 
Originally posted by Tanker:
Minecarts with manual unloading and limited sizes of destination stockpiles should make the thing.

I have been thinking of that, I just have to become more familiar with that mechanic.

So, if I could unload xx goods at each stockpile, that would eventually "balance" stockpile distribution indirectly.. sort of. :) (Supply based in a demand based system) But, I'm not sure how to do that with food and... there's not enough room for that kind of track system in my current construction. I thought about trying to jury-rig some QST system, but... that could be very dangerous, putting food in an infinite hole or having it revolving in that kind of system.

Moving everything to an area where there is room to create that minecart supply system is possible, eventually. But, it'd really hork up what I've got going right now and would likely just be better to plan on for another Fortress.

Any suggestions or directions for tutes/guides always appreciated!
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Date Posted: Dec 31, 2022 @ 11:52am
Posts: 6