Guide to workstation and stockpile efficiency in RimWorld
I've been a long fan of putting shelves with raw materials next to workstations and dropping finished products on the ground. It's fairly common strategy for stoves, but I've been thinking just how important it actually is. And exactly how much of a benefit it can give to other workstations.
So I ended up making this spreadsheet. The way to look at it is that columns with distance numbers above them signify average one way distance the pawn has to travel to grab each raw material and optionally drop the finished product. Percentage values are how much time they spend actually crafting. Zero distance is shelf touching the interaction spot of workbench - it literally takes single tick for pawn to collect resources in such case.
Doors also add up to that distance. You can think of the other values as:
- 10 tiles - basically the same room or another room that's very close behind an autodoor.
- 30 tiles - a larger room behind two doors or at end of some corridor.
- 100 tiles - pretty much other end of small base.
Specific sheets in there are:
- Baseline - just a standard early mid-game situation with perfectly healthy pawn that has no bionics and level 10 in relevant skill.
- Late game - pawn with one bionic eye, one bionic arm, level 16 in relevant skill. Workshop with two tool cabinets.
- Late game with drop - same as above, but with always dropping finished items where they stand. Just to compare how much of a difference it makes
- High end - basically seeing what would happen if you were to actually focus on making a super-pawn doing the job. Archotech eye, two bionic arms (or one archotech), production specialist role from ideoligion and maxed out level
Main conclusions:
- To no surprise cooking on the stove is much more efficient with stockpiles close by. 4x recipes reduce that dependency a bit, but it's still by far biggest effect in real game. Mostly because you just need to produce way more meals than anything else. Fairly common setup where pawn has to travel through a double airlock to the freezer reduces efficiency about as much as outright putting the kitchen table in the freezer itself and eating up the 0.7 speed multiplier from bad temperature.
- Drug lab, while not spoken that much about, is just as reliant on stockpile distance as the stove. You tend to use it much less, so the impact on total colony efficiency isn't nearly as big. It also relies on intellectual/cooking skill, so it usually doesn't take time away from main crafter pawns.
- Both of the above have 4x recipes which give pretty large efficiency gains if the stockpiles are further away.
- Crematorium and smelters work vastly more efficiently if it's coupled with stockpiles next to it. This doesn't help much in saving time of skilled pawns, but can cut down on overall raid clean-up time massively.
- Stonecutter works quite a bit faster with chunks close by. If you just leave it to its own devices with pawns fetching each individual chunk halfway across the map, the block output slows down to a crawl. Similar story is with biofuel refinery. Though with the latter you probably still want to carefully evaluate where exactly you put the chemfuel.
- Brewery, while noticeably reliant on distance, is probably less relevant simply due to really low amount of use it tends to see.
- Tailors are moderately reliant on stockpile distance. Seemingly it's not that important in "day-to-day" manufacturing of replacement clothes as they slowly get tattered. But there are two factors to consider - it takes away the time of your crafter pawns, which arguably is one of most important roles in the colony, and you might want it to be more efficient whenever you get one of those quests to make 30 hats or something. Efficient setup here also helps if you make apparel for trade.
- For smithy, at least in my eyes, stockpile distance ends up irrelevant. You never make a lot of things in it in first place on top of them generally taking a fair bit of crafting time anyway.
- Machining table was a bit of a surprise. There is a massive effect on mortar shells and mechanoid shredding. On top of that flak vests and flak helmets, which at least I personally craft quite a lot of throughout the game also benefit a little bit from it. Other things not so much, but it's still something you could want.
- Fabrication bench has moderate benefits for fabrication of components and advanced components. Basically everything else in it takes too long to make for walking distance to matter much.
- Art bench can be basically anywhere and it doesn't change much. Wooden art could be argued to have some benefits from raw materials being close by, but for everything else it just doesn't matter.
Last thing to consider is that improving efficiency by putting stockpiles closer instead of using bionics or tool cabinets is very nice for several reasons:
- It has basically zero impact on wealth.
- It reduces wasted walking time instead of crafting time which also gives exp for higher levels.
Posted Feb 16, 2022, 8:53 AM UTC
In retrospect, it makes a lot of sense to put cooking stations in the fridge. Not only do you save on hauling time, you also save on temperature loss from doors, the building footprint of airlocks, and you don't waste a hauling job to put the cooked meals in the fridge.
Stonecutter is a no brainer.
Mechanoid shredding is a surprise, but makes sense in retrospect. The actual shredding is quite fast, but the corpses are usually quite distant (unless something went very wrong!)
Production specialists would mix things up a bit. A production specialist can easily stay at 20 crafting as long as crafting is their only job, and have an insane work speed boost. For them, keeping them fed with stockpiles is much more important - even on tailoring, and probably on fabrication/machine table too.
Not mentioned is making a stockpile specifically for unfinished goods AT the station for those goods, preferably with the No Job Authors mod installed.
All in all, good points. Will impact how I approach base design in the future.
The "High end tab" has the 50% boost from production specialist role. It indeed does strengthen the conclusions about importance of stockpiles being close, but doesn't really push new types of recipes into range where they suddenly start strongly benefiting from it.
As far as kitchen in fridge - indeed. If you are adamant about storing vegetables, meats and meals in it on top of good isolation - just keep the stove inside.
Though what I noticed is that you can have an airlock with steel autodoors with 1 tile of empty space between them - that doesn't incur any extra slowdowns or penalities other than just walking through dark area (0.8x to walking speed). So with this style of design and maybe a shelf for plant products adjacent to stove it's a very nice improvement.
Last thing to consider is actually splitting your freezer into:
Your usage of a fridge sounds somewhat complicated to me.
Veggies dont need a fridge as vegetables have long spoil timers. And non-veggies store animal corpses in the fridge and meat next to the stove. Both store meals in the dining room to reduce traffic. So in any case the fridge wont be big enough not to be easily cooled by one cooler and there isnt any need to enter it often.
You say it's complicated, but it's arguably the most common setup people use. I personally don't like it much specifically because of all the time wasted on opening doors, walking and power use for negligible benefit of extending shelf life of already long-lasting veggies and ability to store more than few days worth of meals.
It indeed is somewhat inefficient, but it's pretty simple to "set and forget". It also strokes that feeling of preventing anything from being wasted. Whereas the opposite approach I feel is perfectly fine - just keep a moderately sized stock of veggies in maybe slightly chilled storage and let all the surplus stay in the fields. Curiously enough - a greenhouse is a roofed and enclosed area so it's perfectly fine to just store your corn there anyway. It ends up looking kinda like this (food area is in the middle on the bottom).
Well i get that "set and forget"-mentality, not everyone wants to micromanage his colony to perfection. Still the stove in the fridge sounds like a suboptimal idea as the stove produces heat.
Well, the question is which of the two suboptimal setups is better. Stove doesn't produce that much heat compared to what you lose through roof and walls and it doesn't work during solar flares (i.e. during time where you care the most about preventing heat from building up).
Marginal cost of slightly higher power use typically is FAR lower than cost of pawn-time wasted on walking through that airlock dozens of times a day.