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Повідомити про проблему з перекладом
Would love to have a decomposition pile for organic matter to turn into soil or something useful. But instead of having that, there are even complete useless items, like Tree seeds.
You need to be creative with atom-smashing devices to get rid of them. Something I did not touch and should not be necessary in my opinion.
right now I try to get rid of useless tree seeds by selling them to the merchants in Bins and Barrels.
It's especially infuriating because we got a wear&tear condition already in the game but I've not found any way to tell the dwarves to dump their clothing and grab fresh ones when they've reached a specificly set wear level.
https://docs.dfhack.org/en/50.10-r1/docs/tools/cleanowned.html
Some may be asking, "Why do this near the Trade Depot?" The answer is simple. Humans are incredibly poor judges of quality, as you can see for yourself by going to any H&M or other boutique store in the mall where they're selling pre-used clothing. Once you've got a sizable pile of heavily-used sweat socks and leftover puffy shirts, put a generous stockpile area for the various clothes right next to where they're being dumped (do not include the pile or your dorfs will just let them sit there!). Now select the un-forbid tool and click on the pile of dumped clothes. Your dwarves will come rushing up to pack all those last-years fashions neatly into bins, ready for the gullible humans to take off your hands.
This will greatly reduce the amount of effort it takes to maintain your textiles industry, because you'll usually be selling the humans enough stained underpants that you can buy all the cloth, silk, and leather they care to bring you, which your small but very skilled set of tailors will rapidly turn into new clothes--which will eventually also be sold right back to the humans. The circle of pants is truly a wonder to behold.
One last thing, be generous with giving your stanky laundry to the humans. It's basically free stuff for you (because your dorfs have better taste than to wear that trash) and traders who think they're making a big profit will bring back more of the things that they think will make them a profit. That one number in the trade window that represents the value you're giving them? That should be green every time because it indicates a deal they won't hesitate to take. The same should be true when dealing with your own kind (but maybe don't sell trash to your cousins) because contrary to what some have said, you don't have to make any donations to the dwarven traders to become the seat of the land. After a few years of traders reporting that your fortress is absolutely killing it because of all the stuff they get from you, your monarch is just going to show up and move in just to get some of that sweet, sweet shell crafts action for themselves.
Now, I do expect that at some point Toady is going to nerf the resale value of used clothing like they nerfed the mind-wiping overkill that was waterfalls running through fortresses (seriously you'd have thought the water was laced with a mixture of Xanax and MDMA before that got nerfed) but H&M's been selling bumwear at boutique prices for some years now, so... maybe he won't.
As long as high-quality clothes aren't allowed in the stockpile, it should do exactly what you want. Dwarves in master clothes won't ever change them anyway until they're completely ruined, so trash doesn't accumulate as much once you have master clothiers. It's mostly migrant rags that are the problem when you first start making clothes.
Warning, Will Robinson! Stockpiles that contain "refuse" will degrade the things in them over time, and is mainly a thing you want to only do on the surface to speed up destruction of trash you want gone but aren't willing to build an atom-smasher or Giant Automatic Toilet for. Refuse sharing the stockpile means that good clothes that wind up in that shared stockpile will begin degrading immediately and you don't want that.
If you've gotten your hands on some magma smelters and want to start recycling metal endlessly to skill up your weaponcrafters/armorcrafters, go right ahead, but maybe doing this for regular clothing is a needless drain on the dwarven economy.
The objective here is not only to clean up unsightly trash, but also to reduce the number of items since this is a big factor in game performance. There's really nothing to fear from "wasting" clothes since it's an unlimited resource, not that any more will even be produced except through migrants and hostiles, and my method only deals with lower-quality items that can't be reused under any circumstance anyway.
The reason refuse stockpiles usually want to be on the surface is that bodies and animal products cause problems near workers. A small stockpile next to their rest area containing only used clothing will not do this, but it will keep your fort nice and tidy.