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Difference between revisions of "v0.31:Clutter"
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− | {{quality|Masterwork|02:22, 08 November 2010 (UTC)}} | + | {{quality|Masterwork|02:22, 08 November 2010 (UTC)}}[[Workshop]]s will get '''cluttered''' when they become full of goods that are not [[hauling|haul]]ed away to [[stockpiles]]. A workshop that is cluttered will display '''(CLT)''' when viewed via the {{key|q}} or {{key|t}} menus. {{key|t}}, "View Items in Buildings," will show you what items are cluttering the workshop. |
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter '''(CLT)''' doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long. | Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter '''(CLT)''' doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long. | ||
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== Clutter levels == | == Clutter levels == | ||
− | + | The actual size of an item determines the amount of clutter it generates. See the [[weight]] article to determine the bulk of an item. | |
− | |||
{| style="margin: 0 auto; text-align: center; border-spacing: 4px" | {| style="margin: 0 auto; text-align: center; border-spacing: 4px" | ||
|+ style="margin: 0 auto" | '''Levels of Clutter''' | |+ style="margin: 0 auto" | '''Levels of Clutter''' | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|0:0:1}} |
− | | | + | | 90000 units |
| : 2x slower | | : 2x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|7:0:0}} |
− | | | + | | 120000 units |
| : 3x slower | | : 3x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|7:0:1}} |
− | | | + | | 150000 units |
| : 4x slower | | : 4x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|6:0:1}} |
− | | | + | | 180000 units |
| : 5x slower | | : 5x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|4:0:0}} |
− | | | + | | 210000 units |
| : 6x slower | | : 6x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|4:0:1}} |
− | | | + | | 240000 units |
| : 7x slower | | : 7x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|(CLT)|5:0:1}} |
− | | | + | | 270000 units |
| : 8x slower | | : 8x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|*CLT*|5:0:1}} |
− | | | + | | 300000 units |
| : 9x slower | | : 9x slower | ||
|- | |- | ||
− | ! | + | ! {{Raw Tile|☼CLT☼|5:0:1}} |
− | | | + | | 330000 units |
| : 10x slower | | : 10x slower | ||
|} | |} | ||
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== Occurrence == | == Occurrence == | ||
− | Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The | + | Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The [[Butcher's shop|butcher's workshop]] can get cluttered even after butchering a single animal. Workshops involved in processing of large materials, such as [[elephant]] byproducts, will clutter badly even with very few or single worked material, such as [[tanning]] of the skin or [[bone carving]] for tusks. |
− | Similarly, a | + | Similarly, a [[kitchen]] producing lavish meals using [[alcohol]], [[dwarven syrup]], or [[quarry bush]] leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four stacks of quarry bush leaves[15] is already enough to clutter, causing meal production to take a very long time. An unpleasant consequence of kitchen clutter is that food which is not stored in a [[stockpile]] will [[rot]] sooner or later, causing [[miasma]] (and unhappy [[thought|thoughts]] in the chef if they were masterpieces). |
== Remedy == | == Remedy == | ||
− | To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using | + | To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using [[bin|bins]] will increase stockpile efficiency), and employ enough dwarves with the appropriate [[hauling]] jobs (food/furniture/item/refuse/etc.) to get rid of the junk. The dwarf working at the workshop could also have the relevant hauling job enabled, pausing from time to time to move around goods. In case of inexperienced cooks, order only one or two meals at a time, and check clutter before issuing new orders. An alternate clutter control method is to build new workshops, optionally destroying the old ones (from the {{k|q}} or {{k|t}} menu). |
== Benefits == | == Benefits == | ||
− | There is one upside to clutter, depending on your viewpoint and playstyle | + | There is one upside to clutter, depending on your viewpoint and playstyle: as a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is a sudden spike of demand, the workshop gets uncluttered easily and can work at full speed. The benefit of this is that tasks can be left in on auto-repeat with no supervision and will not produce excessive outputs or consume more resources than needed. |
+ | |||
+ | A [[still]], for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it. [[Wood furnace]]s similarly will eventually reach a point where they produce fuel at same speed as other workshops consume it. If [[stockpile]]s are used with this method, they must all be kept completely full, so that the workshop remains cluttered. Your stockpile will become a sort of buffer to compensate for large spikes in demand - the larger your booze stockpile is, the larger of a spike in demand it can compensate for when, for example, a [[tantrum]] spiral erupts. | ||
+ | |||
− | + | {{Workshops}} | |
+ | {{Category|Workshops}} | ||
− | + | == Bugs == | |
− | + | * Individual body parts from large animals (like an elephant's tusk) can instantly clutter a workshop. {{Bug|1489}} | |
+ | * Large stacks of [[bone]]s from large animals can instantly clutter a bone-carver's workshop. {{Bug|231}} | ||
+ | * [[Cook]]ing with [[egg]]s creates extreme [[kitchen]] clutter. {{Bug|3994}} | ||
== Production Equilibrium == | == Production Equilibrium == |
Latest revision as of 23:48, 27 October 2024
This article is about an older version of DF. |
Workshops will get cluttered when they become full of goods that are not hauled away to stockpiles. A workshop that is cluttered will display (CLT) when viewed via the q or t menus. t, "View Items in Buildings," will show you what items are cluttering the workshop.
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter (CLT) doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long.
Clutter levels[edit]
The actual size of an item determines the amount of clutter it generates. See the weight article to determine the bulk of an item.
(CLT) | 90000 units | : 2x slower |
---|---|---|
(CLT) | 120000 units | : 3x slower |
(CLT) | 150000 units | : 4x slower |
(CLT) | 180000 units | : 5x slower |
(CLT) | 210000 units | : 6x slower |
(CLT) | 240000 units | : 7x slower |
(CLT) | 270000 units | : 8x slower |
*CLT* | 300000 units | : 9x slower |
☼CLT☼ | 330000 units | : 10x slower |
Occurrence[edit]
Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The butcher's workshop can get cluttered even after butchering a single animal. Workshops involved in processing of large materials, such as elephant byproducts, will clutter badly even with very few or single worked material, such as tanning of the skin or bone carving for tusks.
Similarly, a kitchen producing lavish meals using alcohol, dwarven syrup, or quarry bush leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four stacks of quarry bush leaves[15] is already enough to clutter, causing meal production to take a very long time. An unpleasant consequence of kitchen clutter is that food which is not stored in a stockpile will rot sooner or later, causing miasma (and unhappy thoughts in the chef if they were masterpieces).
Remedy[edit]
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using bins will increase stockpile efficiency), and employ enough dwarves with the appropriate hauling jobs (food/furniture/item/refuse/etc.) to get rid of the junk. The dwarf working at the workshop could also have the relevant hauling job enabled, pausing from time to time to move around goods. In case of inexperienced cooks, order only one or two meals at a time, and check clutter before issuing new orders. An alternate clutter control method is to build new workshops, optionally destroying the old ones (from the q or t menu).
Benefits[edit]
There is one upside to clutter, depending on your viewpoint and playstyle: as a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is a sudden spike of demand, the workshop gets uncluttered easily and can work at full speed. The benefit of this is that tasks can be left in on auto-repeat with no supervision and will not produce excessive outputs or consume more resources than needed.
A still, for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it. Wood furnaces similarly will eventually reach a point where they produce fuel at same speed as other workshops consume it. If stockpiles are used with this method, they must all be kept completely full, so that the workshop remains cluttered. Your stockpile will become a sort of buffer to compensate for large spikes in demand - the larger your booze stockpile is, the larger of a spike in demand it can compensate for when, for example, a tantrum spiral erupts.
Workshops | |
---|---|
Furnaces | |
Related articles |
Bugs[edit]
- Individual body parts from large animals (like an elephant's tusk) can instantly clutter a workshop. Bug:1489
- Large stacks of bones from large animals can instantly clutter a bone-carver's workshop. Bug:231
- Cooking with eggs creates extreme kitchen clutter. Bug:3994
Production Equilibrium[edit]
This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable. |
The unique dwarven economic system, which has been called 'confusing' at best and 'insane' at worst by most other species, has at least one benefit. The fact that items are rarely moved from where they were made until needed leads to much clutter around workshops. As the clutter builds and makes it more difficult to move around the workshop, production slows more and more. If demand suddenly spikes, the clutter is removed and production rises again. Some scientists see this as an instinctual supply and demand device. Others see it as dumb luck.
Workshops | |
---|---|
Furnaces | |
Related articles |