Dwarf Fortress

Dwarf Fortress

can a quantum stockpile put goods directly into trade depot?
At this point I'd rather be done with bins completely, but putting crafts into the depot without them is a ♥♥♥♥♥ so I had the idea, what If I just use a quantum stockpile to dump them directly into a depot? Would that work?
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Showing 1-13 of 13 comments
Valstra Dec 19, 2022 @ 11:02am 
Technicly you can, but they won't be marked for trade, unless you select from "move goods" screen. So really, not worth the hustle.
kheftel Dec 19, 2022 @ 11:03am 
Good question, I don't know! Try it out and let us know!
Originally posted by Valstra:
Technicly you can, but they won't be marked for trade, unless you select from "move goods" screen. So really, not worth the hustle.
What do you mean? They will be in the depot just you have to "move" them to trade? Does this instantly mark them for trade?
Valstra Dec 19, 2022 @ 11:51am 
Originally posted by Googley Eye'd Bastard:
Originally posted by Valstra:
Technicly you can, but they won't be marked for trade, unless you select from "move goods" screen. So really, not worth the hustle.
What do you mean? They will be in the depot just you have to "move" them to trade? Does this instantly mark them for trade?
Well, when you buy something with no stockpile for it, it remains in the depot. If you trade again, those items are not tradable. You need to go to "move to depot" screen and select them, and then they become tradable.
So same thing applies here, just because they are in the depot, doesn't makes them tradable, you need to do the same thing there.
Originally posted by Valstra:
Originally posted by Googley Eye'd Bastard:
What do you mean? They will be in the depot just you have to "move" them to trade? Does this instantly mark them for trade?
Well, when you buy something with no stockpile for it, it remains in the depot. If you trade again, those items are not tradable. You need to go to "move to depot" screen and select them, and then they become tradable.
So same thing applies here, just because they are in the depot, doesn't makes them tradable, you need to do the same thing there.
Alright so I have to mark them for trade in their tabs, I still think this is better then bins, I get so ♥♥♥♥♥♥♥♥ confused with those things specifically for the trade depot, which bin is crafts and which is the mugs for my dining hall, etc.
Morkonan Dec 19, 2022 @ 12:10pm 
A question on Quantum Stockpiles:

I've heard them mentioned and read/watched a short guide on them, but it didn't really "explain" them very well.

Can anyone share a "Steam Version DF" link to something that does a good job of going through the mechanics of them for a somewhat brite (70 watt bulb, maybe...) noob-in-the-ways-of-quantum-stockpile... nob? :)

Old breakdowns rely on the student being intimately familiar with Classic mode to decipher jargon and blinky ascii-like stuffthings.
chronosphaenon Dec 19, 2022 @ 12:12pm 
Originally posted by Googley Eye'd Bastard:
At this point I'd rather be done with bins completely, but putting crafts into the depot without them is a ♥♥♥♥♥ so I had the idea, what If I just use a quantum stockpile to dump them directly into a depot? Would that work?

AFAIK, no. But I have a quantum stockpile 1 tile away from the depot, filtered for the things I usually trade. I'm trading about 200 items per caravan, and my dorfs still finish moving the items before the caravans finish unloading.
chronosphaenon Dec 19, 2022 @ 12:13pm 
Originally posted by Morkonan:
A question on Quantum Stockpiles:

I've heard them mentioned and read/watched a short guide on them, but it didn't really "explain" them very well.

Can anyone share a "Steam Version DF" link to something that does a good job of going through the mechanics of them for a somewhat brite (70 watt bulb, maybe...) noob-in-the-ways-of-quantum-stockpile... nob? :)

Old breakdowns rely on the student being intimately familiar with Classic mode to decipher jargon and blinky ascii-like stuffthings.
https://steamcommunity.com/app/975370/discussions/0/3709307511569586063/

BTW, most of the time you don't need 2x5 for the feeders. I usually go for 2x3 or 1x4.

Beware of milk, though.
Last edited by chronosphaenon; Dec 19, 2022 @ 12:14pm
LastChime Dec 19, 2022 @ 12:27pm 
Originally posted by Morkonan:
A question on Quantum Stockpiles:

I've heard them mentioned and read/watched a short guide on them, but it didn't really "explain" them very well.

Can anyone share a "Steam Version DF" link to something that does a good job of going through the mechanics of them for a somewhat brite (70 watt bulb, maybe...) noob-in-the-ways-of-quantum-stockpile... nob? :)

Old breakdowns rely on the student being intimately familiar with Classic mode to decipher jargon and blinky ascii-like stuffthings.


1. Define a whatever size stockpile like normal, set it to whatever, probably turn of barrels and bins for most stuff. This is input.

2. Define a same 1 tile stockpile with one space between the 2 stockpiles. This will be output or the quantumn part. I usually also set it to not take from anywhere by clicking that barrel arrow thingy, not sure if it's really needed but just a habit.

2. Build a construction track stop out of whatever in the single space you left between the input and output pile set it to dump in the direction of the output pile.

3. Build a minecart, preferably with olive wood spikes and menacing iron cabochons

4. Click the minecart icon at the bottom

5. Make a hauling route, click the x-square barrel looking thing on tracks icon and click on your constructed track stop

6. Third icon over bottom row with equality symbols and stuff, open it up and just delete all those conditions

7. Second icon bottom row looks like a stockpile pop up that window, arrow in to minecart click that pick input pile, arrow out of minecart click that pick output pile.

8. First icon bottom row, I was told in the past this doesn't matter....I trust nothing with this new interface so just set it up the same as the 2 stockpiles to save maybe headache idk.

8. Top row minecart lookin thing and select your most fantastic of minecarts.

9. Have a victory beer you just made a quantum stockpile in this new interface.
Last edited by LastChime; Dec 19, 2022 @ 12:28pm
chronosphaenon Dec 19, 2022 @ 12:52pm 
Originally posted by LastChime:
8. First icon bottom row, I was told in the past this doesn't matter....I trust nothing with this new interface so just set it up the same as the 2 stockpiles to save maybe headache idk.

My experience: if you left this on "none" (the default), items will not transfer between the 2 stockpiles. If you've set up the input's filter correctly, you can set this one to "all" (save the hassle of filtering, etc) and it will work fine.

Don't allow bins/barrels on the input pile, unless you happen to have an infinite source of mats for building more, more and moooooore of those. Anytime you edit the input's item filter, the sets for bins/barrels will reset to the default.
Morkonan Dec 19, 2022 @ 1:00pm 
Originally posted by chronosphaenon:
...
https://steamcommunity.com/app/975370/discussions/0/3709307511569586063/

BTW, most of the time you don't need 2x5 for the feeders. I usually go for 2x3 or 1x4.

Beware of milk, though.

Originally posted by LastChime:
...
1. Define a whatever size stockpile like normal, set it to whatever, probably turn of barrels and bins for most stuff. This is input.

2. Define a same 1 tile stockpile with one space between the 2 stockpiles. This will be output or the quantumn part. I usually also set it to not take from anywhere by clicking that barrel arrow thingy, not sure if it's really needed but just a habit.

2. Build a construction track stop out of whatever in the single space you left between the input and output pile set it to dump in the direction of the output pile.

3. Build a minecart, preferably with olive wood spikes and menacing iron cabochons

4. Click the minecart icon at the bottom

5. Make a hauling route, click the x-square barrel looking thing on tracks icon and click on your constructed track stop

6. Third icon over bottom row with equality symbols and stuff, open it up and just delete all those conditions

7. Second icon bottom row looks like a stockpile pop up that window, arrow in to minecart click that pick input pile, arrow out of minecart click that pick output pile.

8. First icon bottom row, I was told in the past this doesn't matter....I trust nothing with this new interface so just set it up the same as the 2 stockpiles to save maybe headache idk.

8. Top row minecart lookin thing and select your most fantastic of minecarts.

9. Have a victory beer you just made a quantum stockpile in this new interface.


Thanks! Diving into this stuff, now. (I've got a decent fortress (Capitol/200+ dorfs) and probably need to start looking at this in some detail, now.)



Edit: add-

I do remember the vid and thanks for the detailed step-by-step.

But, the "reason why" still remains - I can see that the easiest reason is to compress a big Stockpile into a one-tile Stockpile. (not counting the receiving stockpile area) It uses the idiosyncrasy of the Minecart dumping mechanics combined with "landed in a stockpile" sort of quirk, right?

So, that's the "Reason Why Quantum Stockpiles," yes? It's to compress them into one tile, much like the Dump Stockpile does, except these are not then Forbidden and are treated just like they would be in any Stockpile, just all in one tile for space-saving purposes.

IF I interpreted this correctly, I can't finagle the system to teleport stockpiled items, for instance. (I'd have to use minecarts to rapidly move items across z-levels and the like, yes?

Question, just in case anyone knows - Aside from linking in a chain with feed/draw from mechanics, is there any way to set a "Priority" system for Stockpile deposits?

eg: Creating a stockpile in the depths for coal, giving it a priority of "1" to be sure that it is he first stockpile used to deposit coal, then using that one to feed others, higher up, to set up a "chain" to move that coal upstairs, rather than individuals traveling on-demand with wheelbarrows, or not, all the way up and down for one piece?

I assume Dorfs choose open stockpiles that have no assignations just by "closest," right? Or... is it.. random? :)
Last edited by Morkonan; Dec 19, 2022 @ 1:16pm
Originally posted by Morkonan:
A question on Quantum Stockpiles:

I've heard them mentioned and read/watched a short guide on them, but it didn't really "explain" them very well.

Can anyone share a "Steam Version DF" link to something that does a good job of going through the mechanics of them for a somewhat brite (70 watt bulb, maybe...) noob-in-the-ways-of-quantum-stockpile... nob? :)

Old breakdowns rely on the student being intimately familiar with Classic mode to decipher jargon and blinky ascii-like stuffthings.
Beware of making the "intake" stockpile too large for a quantum stockpile, the larger you make it the more dwarfs it will take up their time to do the hauling.
chronosphaenon Dec 20, 2022 @ 4:32am 
Originally posted by Morkonan:
eg: Creating a stockpile in the depths for coal, giving it a priority of "1" to be sure that it is he first stockpile used to deposit coal, then using that one to feed others, higher up, to set up a "chain" to move that coal upstairs, rather than individuals traveling on-demand with wheelbarrows, or not, all the way up and down for one piece?

I assume Dorfs choose open stockpiles that have no assignations just by "closest," right? Or... is it.. random? :)

There is no prioritizing for stockpiles, sadly. Also, it seems quite random as how they choose either origin (they will fetch resources on the other side of the map, having some near them) and destination.
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Date Posted: Dec 19, 2022 @ 10:59am
Posts: 13