Difference between revisions of "Hopper"

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{{Rewrite|reason=Format standarisation}}{{image wanted|reason=Updated images, image with all possible hopper locations etc.}}
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{{Image wanted|reason=Updated images of NPD}}
{{infobox main|production|
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{{Infobox main|production
|name = Hopper
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| name = Hopper
|image = Hopper.png|Hopper
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| image = Hopper.png
|description = Holds resources for use by machines like nutrient paste dispensers.
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| description = Holds resources for use by machines like nutrient paste dispensers.
|type = Building
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| type = Building
|type2 = Production
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| type2 = Production
|placeable = true
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| placeable = true
|path cost = 42
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| path cost = 42
|passability = pass through only
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| passability = pass through only
|cover = 0.5
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| cover = 0.5
|minifiable = false
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| minifiable = false
|size = 1 ˣ 1
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| size = 1 ˣ 1
|flammability = 0.5
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| flammability = 0.5
|hp = 100
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| hp = 100
|terrain affordance = light
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| terrain affordance = light
|research = Nutrient paste
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| research = Nutrient paste
|work to make = 300
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| work to make = 300
|resource 1 = Steel
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| resource 1 = Steel
|resource 1 amount = 15
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| resource 1 amount = 15
 
}}
 
}}
 
A '''hopper''' is a [[production]] building needed to store and feed raw food to a [[nutrient paste dispenser]]. At least one hopper is necessary for the dispenser to work.
 
A '''hopper''' is a [[production]] building needed to store and feed raw food to a [[nutrient paste dispenser]]. At least one hopper is necessary for the dispenser to work.
  
 
== Acquisition ==
 
== Acquisition ==
Hoppers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
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{{Acquisition}}
  
 
Hoppers can only be constructed next to, and with the side spout facing, a nutrient paste dispenser. The hopper blueprint will turn from red to green to indicate proper placement.  
 
Hoppers can only be constructed next to, and with the side spout facing, a nutrient paste dispenser. The hopper blueprint will turn from red to green to indicate proper placement.  
  
== Usage ==
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== Summary ==
Hoppers can be installed along any side of the nutrient dispenser, except the interaction spot (front center). As such, with diagonally connecting walls, a total of 13 hoppers could service a single nutrient paste dispenser, resulting in a maximum total amount of 975 foodstuffs being available for processing through the dispenser, or almost 100 meals.
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[[File:Nutrient paste hoppers.png|thumb|200px|left|All valid hopper positions.<br/>Gold tile is the dispenser's interaction spot.<br>Numbers indicate order the hoppers will be drawn from - Note that this order is '''not''' rotated if the dispenser is.]]
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Hoppers are installed on any side of a [[nutrient paste dispenser]], except the interaction spot (front center). A total of 13 hoppers can service a single dispenser. 1 dispenser can hold 1 stack of food. A dispenser with 13 hoppers could have up to 975 foodstuffs available for processing, or 162 [[nutrient paste meal]]s. Meals draw from hoppers from the bottom-left-most tile first, going counter-clockwise from there. The dispenser can draw from multiple hoppers at the same time.
  
Hoppers are a specialized type of [[Zone/Area#Stockpile zone|Stockpile Zone]] for foodstuffs only. Once a hopper is selected, you can click the "Storage" tab which opens a menu where you can set the priority and resources of choice, similar to any zone.  
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Hoppers act like a [[stockpile zone]], but can only hold raw food other than [[hay]]. Unlike with most other haul tasks, hauling to a food hopper is considered both a "Cook" and a "Hauling" work job. Otherwise, it works like any other stockpile zone - you can click the "Storage" tab to select priority and stored items. The hopper defaults to Important priority. Set this priority higher than other food stockpiles to make sure food is hauled to the hopper.  
  
Despite the limitations in the stockpile selection, the machine will consume ''any'' type of food (except hay), including all biological corpses and [[kibble]], if the food happens to be dropped ''on top'' of an existing hopper or if a hopper is built on top of them. Unbutchered corpses, along with any [[equipment]] will be entirely consumed by the machine, and only a single meal will be produced making this an incredibly wasteful production method. Make sure to clear any space for a new hopper if you do not want this to happen.
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Despite the limitations in the stockpile selection, the machine will consume ''any'' type of food (except hay). This includes all biological corpses, any type of [[meal]], and [[kibble]]. It is possible to force food on top of a hopper by taking it to a pawn's inventory, positioning the pawn directly north of the hopper, and then manually dropping it in front of the hopper. This can be wasteful; a full corpse will only produce 1 meal, for instance. However, reprocessing kibble or [[pemmican]] is technically more efficient than using raw food.
 
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{{Clear}}
It is possible to force food on top of a hopper by taking it to a pawn's inventory, positioning the pawn directly north of the hopper, and then manually dropping it in front of the hopper. This allows for reprocessing meals as well as producing meals out of kibble. In both instances, this will also remove any ingredient penalties at the same time. 
 
 
 
A single hopper can only hold one type of food at a time, and the normal stack size restrictions are observed, so multiple hoppers may be desirable, and at least 2 are recommended. With few hoppers, small quantities of food can be placed in all of the hoppers, preventing sufficient food being available to the dispenser to produce a meal by disallowing stacking. This can occur even when there is enough food present in the colony as a whole. Having multiple hoppers allows small stacks of foodstuff to be consumed by the machine, which has no problem combining sources from different hoppers, and makes it less likely that every hopper will have a small quantity of food added to it. Should this "jamming" occur and adding hoppers be infeasible, the existing hoppers will need to be emptied before more of a different foodstuff can be added.  
 
 
 
It is currently unknown in what order the food is drawn from the hoppers.{{Check Tag|Detail Needed}}
 
 
 
Pawns with hauling jobs will treat the hoppers no differently from any other "storage zone", and cooks may take raw food from them in order to cook meals.
 
 
 
Since hoppers cannot be reinstalled but only deconstructed, it may be best to build the dispenser first and then add the hopper(s).
 
  
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=== Gallery ===
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Nutrient paste dispenser no hopper.png|'''When you build a NPD, the game will notify that a hopper is needed'''
 
File:Nutrient paste dispenser no hopper.png|'''When you build a NPD, the game will notify that a hopper is needed'''
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File:Nutrient paste dispenser with hopper.png|'''Hopper mouse indicator will turn from red to green for correct placement and colonists will pick NP meals from the dispenser'''
 
File:Nutrient paste dispenser with hopper.png|'''Hopper mouse indicator will turn from red to green for correct placement and colonists will pick NP meals from the dispenser'''
 
</gallery>
 
</gallery>
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== Analysis ==
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Placing multiple hoppers is recommended, as hoppers can only hold 1 stack of food at a time. With only 1 hopper, a quantity of 4 [[meat]] would prevent colonists from placing 75 [[rice]] in the hopper, resulting in food not entering the dispenser. Having multiple hoppers allows multiple small stacks of foodstuff to be consumed by the machine at once. Should this "jamming" occur and adding hoppers be infeasible, the existing hoppers will need to be emptied before more of a different foodstuff can be added.
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Unless you get food from many different sources, you'll only need a few hoppers to the dispenser to avoid jamming. [[Small shelf|Small shelves]] are cheaper to create and hold 3 items rather than 1, so they are a better general storage option.
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Since neither hoppers nor NPD's can be uninstalled but only deconstructed, ''plan carefully'' for placement of both the NPD and your preferred number of hoppers, plus room for haulers to load the hoppers.
  
 
== Version history ==
 
== Version history ==
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</gallery>
 
</gallery>
  
 
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{{Nav|production|wide}}
{{nav|production|wide}}
 
 
[[Category:Production]]
 
[[Category:Production]]
[[Category:Food]]
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[[Category:Food Production]]

Latest revision as of 10:58, 11 January 2024

Hopper

Hopper

Holds resources for use by machines like nutrient paste dispensers.

Base Stats

Type
BuildingProduction
Market Value
30 Silver [Note]
HP
100
Flammability
50%
Path Cost
42

Building

Size
1 × 1
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Light

Creation

Required Research
Nutrient paste
Work To Make
300 ticks (5 secs)
Resources to make
Steel 15
Deconstruct yield
Steel 7 - 8
Destroy yield
Steel 3 - 4

A hopper is a production building needed to store and feed raw food to a nutrient paste dispenser. At least one hopper is necessary for the dispenser to work.

Acquisition[edit]

Hoppers can be constructed once the nutrient paste research project has been completed. Each requires Steel 15 Steel and 300 ticks (5 secs) of work modified by the construction speed of the builder.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Hoppers can only be constructed next to, and with the side spout facing, a nutrient paste dispenser. The hopper blueprint will turn from red to green to indicate proper placement.

Summary[edit]

All valid hopper positions.
Gold tile is the dispenser's interaction spot.
Numbers indicate order the hoppers will be drawn from - Note that this order is not rotated if the dispenser is.

Hoppers are installed on any side of a nutrient paste dispenser, except the interaction spot (front center). A total of 13 hoppers can service a single dispenser. 1 dispenser can hold 1 stack of food. A dispenser with 13 hoppers could have up to 975 foodstuffs available for processing, or 162 nutrient paste meals. Meals draw from hoppers from the bottom-left-most tile first, going counter-clockwise from there. The dispenser can draw from multiple hoppers at the same time.

Hoppers act like a stockpile zone, but can only hold raw food other than hay. Unlike with most other haul tasks, hauling to a food hopper is considered both a "Cook" and a "Hauling" work job. Otherwise, it works like any other stockpile zone - you can click the "Storage" tab to select priority and stored items. The hopper defaults to Important priority. Set this priority higher than other food stockpiles to make sure food is hauled to the hopper.

Despite the limitations in the stockpile selection, the machine will consume any type of food (except hay). This includes all biological corpses, any type of meal, and kibble. It is possible to force food on top of a hopper by taking it to a pawn's inventory, positioning the pawn directly north of the hopper, and then manually dropping it in front of the hopper. This can be wasteful; a full corpse will only produce 1 meal, for instance. However, reprocessing kibble or pemmican is technically more efficient than using raw food.

Gallery[edit]

Analysis[edit]

Placing multiple hoppers is recommended, as hoppers can only hold 1 stack of food at a time. With only 1 hopper, a quantity of 4 meat would prevent colonists from placing 75 rice in the hopper, resulting in food not entering the dispenser. Having multiple hoppers allows multiple small stacks of foodstuff to be consumed by the machine at once. Should this "jamming" occur and adding hoppers be infeasible, the existing hoppers will need to be emptied before more of a different foodstuff can be added.

Unless you get food from many different sources, you'll only need a few hoppers to the dispenser to avoid jamming. Small shelves are cheaper to create and hold 3 items rather than 1, so they are a better general storage option.

Since neither hoppers nor NPD's can be uninstalled but only deconstructed, plan carefully for placement of both the NPD and your preferred number of hoppers, plus room for haulers to load the hoppers.

Version history[edit]