|This article is about an older version of DF.|
Workshops are where materials are processed by dwarves into more valuable or useful items.
Anything that is created, refined, cooked, altered, or decorated, or generally "produced" is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves who build them or work there, and dwarves with more of the appropriate skill tend to produce higher quality objects*, and/or produce them faster.
You can use workshop profiles to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have what is in effect a three square wall down one side. These impassable squares appear a dark green color during initial placement. Be careful not to block access when building. Bright green squares are passable.
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. Currently, containers are considered Tier 1 materials. In some cases, a workshop may fit into multiple tiers, (ex. Mechanic's workshop). In these cases, the workshop is listed in the lowest applicable tier.
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).
Tier 2 workshops use Tier 1 materials and possibly Tier 0 materials.
Tier 3 workshops use Tier 2 materials and possibly Tier 0 and/or Tier 1 materials.
Tier 4 workshops use Tier 3 materials and possibly Tier 0, Tier 1 and/or Tier 2 materials.
Tier 1 Workshops
- Bowyer's workshop:
- Carpenter's workshop: Uses wood from trees to produce various goods.
- Uses Tier 0 materials: Wood
- Produces Tier 1 materials:
- Armor: Buckler, Shield
- Weapons: Training Axes, Training Swords, Training Spears
- Containers: Barrel, Bin, Bucket, Casket
- Building Materials: Block, Grate, Pipe section
- Furniture: Bed, Chair, Table, Cabinet, Chest, Armor stand, Weapon rack
- Furniture: Door, Floodgate, Hatch cover
- Trap Components: Cage, Enormous corkscrew, Menacing spike, Spiked ball
- Finished Goods: Crutch, Splint
- Tools: Animal trap
- Jeweler's workshop:
- Mason's workshop:
- Butcher's shop:
- Mechanic's workshop:
- Farmer's workshop:
Tier 2 Workshops
- Metalsmith's forge:
Tier 3 Workshops
- Clothier's shop:Verify
Tier 4 Workshops
( + )
- Requires: Mechanical Power Source (Water wheel or Windmill), and a Millstone (Constructed at Mason's workshop)
- Uses Tier 0 Items: Blade weed, Cave wheat, Dimple cup, Hide root, Longland grass, Sliver barb, Sweet pod, Whip vine
- Uses Tier 3 Item: bag
- Produces: Emerald dye, Dwarven wheat flour, Dimple dye, Redroot dye, Longland flour, Sliver dye, Dwarven sugar, Whip vine flour
- Siege workshop:Verify
- Soap maker's workshop:Verify ( + )
- Screw press:Verify
- Craftsdwarf's workshop:Verify
|Workshops & Furnaces|
|Workshops||Ashery - Bowyer - Butcher - Carpenter - Clothier - Craftsdwarf - Dyer - Farmer - Fishery - Jeweler - Kitchen - Leather - Loom - Magma forge - Mason - Mechanic - Metalsmith's forge - Millstone - Quern - Screw press - Siege - Still - Soap - Tanner|
|Furnaces||Glass furnace - Kiln - Magma glass furnace - Magma kiln - Magma smelter - Smelter - Wood furnace|
|Related Articles||Clutter - Kennel - Shop - Trade depot|