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Difference between revisions of "40d Talk:Design strategies"

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Yes, my "Access to depot" screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)
 
Yes, my "Access to depot" screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)
 
== Removed ==
 
 
without key explanation this is just rubbish - please someone make sense of it, add Key definitions and put it back in.
 
 
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At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.
 
 
=WWWWWW=WWWWWW=
 
=iiiiii=iiiiii=
 
=iiiiii=iiiiii=
 
=iiiiii=iiiiii=
 
=oooooo=oooooo=
 
=oooooo=oooooo=
 
=oooooo=oooooo=
 
...............
 
...............
 
...............
 
===============
 
 
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.
 
 
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:
 
 
Level 0:
 
 
===============
 
=WWWWWW=WWWWWW=
 
=WWWWWW=WWWWWW=
 
=WWWWWW=WWWWWW=
 
...>......>....
 
===============
 
 
Level -1:
 
 
===============
 
=iiiiii=iiiiii=
 
=iiiiii=iiiiii=
 
=iiiiii=iiiiii=
 
=..<...=..<...=
 
=oooooo=oooooo=
 
=oooooo=oooooo=
 
=oooooo=oooooo=
 
...............
 
...............
 
...............
 
===============
 
 
----
 
--[[User:Koltom|Koltom]] 21:16, 19 February 2008 (EST)
 

Revision as of 13:26, 20 February 2008

Perhaps these explanations of how the various mining commands work should go under a Mining article. "Design strategies" seems like it would be more about layouts for kitchens and pump systems and whatnot. --BahamutZERO 19:43, 30 October 2007 (EDT)

I have inadvetently written an article on Digging which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with BahamutZERO that this isn't the place to talk about Mining. --Markavian 22:41, 31 October 2007 (EDT)

Flooded Entrance

I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --Vinic 16:27, 2 November 2007 (EDT)

I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--Draco18s 16:43, 2 November 2007 (EDT)
Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --Lucid 11:38, 3 November 2007 (EDT)

The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--Another 17:59, 16 December 2007 (EST)

Choice of location

I think we should get some information up here on selecting a proper site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --Xazak 14:47, 3 November 2007 (EDT)

Seconded. That would be indeed useful. --UltimaPhantom 13:43, 8 November 2007 (EST)

Defense Designs

I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. Jikor 06:29, 9 November 2007 (EST)

Nifty designs?

Not sure if this is right page, but I'd love a step-by-step about building arenas. Runspotrun 09:24, 13 November 2007 (EST)


Workshop layout

Why are the inputs placed so far off the hallway in the "Wio" design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was "iWo", so that haulers had easy access to both piles? Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops? I think the layout presented is pretty inefficient given the new 3rd axis.

This page is strange to edit

If you edit a section of the page, it totally screws up the formatting of the entire page. I think it might have to do with the code and pre tags. Julius 14:21, 13 November 2007 (EST)

I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.Julius 14:34, 13 November 2007 (EST)

Access to Trade Depot

I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.

HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!

Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?

Yes, my "Access to depot" screen is totally different with the drawbridge up vs down. It should be the same though.GarrieIrons 07:14, 8 February 2008 (EST)