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Editing Glass industry

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[[File:Agricola-4.png|thumb| The glass industry can be a modern technological marvel.]]
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The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].
 
The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].
  
 
==Producing glass==
 
==Producing glass==
The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand (any single tile has an infinite amount of sand) and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; the [[embark screen]] should display "Sand" when the embark contains any.  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on. Another option is to embark adjacent to an [[ocean]], as the beaches are usually composed of sand, but this usually results in fighting the [[aquifer]] that predictably accompanies a coastline, lengthening the time until it takes to [[mine]] down to the [[magma]] sea.
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The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand (any single tile has an infinite amount of sand) and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; there is no way to tell if your map will provide it until you embark (other than [[cheating]]).  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on.
  
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], "Gather Sand".  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|z}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass "gems" (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]s.  All other glass objects must be made from "sand bearing items", i.e. bags of sand.
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To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], "Gather Sand".  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass "gems" (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]s.  All other glass objects must be made from "sand bearing items", i.e. bags of sand.
  
 
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.
 
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.
  
 
===Collecting sand===
 
===Collecting sand===
All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The "Collect [[Sand]]" order at the glass furnace requires the "[[hauling#Item_hauling|item hauling]]" labor, not glassmaking (i.e. setting a custom work detail for glassmaking will not stop other dwarves from completing a collect sand task at a glass furnace). The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed.  
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All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The "Collect [[Sand]]" order at the glass furnace requires the "[[hauling#Item_hauling|item hauling]]" labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed. Collecting sand is a time consuming task, and proficient glassmakers quickly become faster at making items than gathering materials, leading to job cancellations as collected sand becomes scarce.
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====Collecting sand efficiently====
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There are ways around this problem, each with its own benefits and drawbacks.
  
Sand for glass can only be collected from [[DF2014:Activity_zone#Sand_collection|collection zones]] placed on floors made of [[DF2014:Sand_(tan)|"Sand (tan)"]], [[DF2014:Black_sand|"Black sand"]], [[DF2014:Red_sand|"Red sand"]], [[DF2014:White_sand|"White sand"]], or [[DF2014:Yellow_sand|"Yellow sand"]].  Any sandy [[DF2014:Soil|soil]] type with [[DF2014:Sandy_loam|"Loam"]] or [[DF2014:Loamy_sand|"Loamy"]] in it will not work for glassmaking.
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=====Controlled=====
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Collect a specific amount of sand bags, then assign the correspondent orders of actual glass making. This ensures that enough bags remain for other tasks and no cancellations happen. It is also the best way to keep an overview of what has actually been produced, especially when using the manager. Time loss is negligible as the bulk of time is consumed by hauling sand.
  
====Collecting sand efficiently====
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=====Brute force=====
Due to the work order rework from [[DF2014:Release information/0.43.01|May 2016]], setting up automatic collect sand orders is fairly simple. The steps to do so are as follows:
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The fast, somewhat sloppy method is to build additional glass furnaces near your sand collection zone for the sole purpose of [[repeat]]ing the Collect Sand order while other furnaces are used for actual glassmaking. Keep in mind that ordering glass goods through the [[manager]] will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the [[furnace]].
:*Create a new work order to Collect Sand.
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:*Enter the set conditions menu for the order, and add two new conditions.
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======Benefits======
:*In the first condition, click Type, then enter "bags". Then click Adj and enter "empty items". You may be sent back to the work order menu when you hit escape, so re-enter the Collect Sand task. Now set the number to something reasonable (if you don't want too many job cancellations, set it higher than the number of times the order is set to run (default is 10). The first condition should now read: "Amount of empty bags available is at least 10".
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*This method will free up time for your glassmakers to focus on making glass items.  
:*In the second condition, click Adj and enter "sand-bearing items". You may also enter the Type "bags", but it is not necessary. Now set the number to the number of bags you wish to keep on hand at any given time. Finally, set the inequality to "less than" or "at most". The second condition should read: "Amount of sand-bearing items available is less than 20".
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I would recommend setting this work order up in a dedicated glass furnace next to your sand collection zone so as not to interfere with glass production. To do this, click on your glass smelter, click on Work Orders, set general work orders allowed to zero, then follow the above steps, clicking on the create new work order button inside the shop instead of in the main Work Orders menu.
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*It is possible to turn off all of your craftsdwarves' hauling labors and let your pack of otherwise useless [[Potash maker|Potash Maker]]s do all the grunt work of filling [[container|bags]].
====Creating sand tiles====
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If your embark has sand as a soil type you can actually create sand tiles next to your glass furnaces, although this could be considered an exploit:
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======Drawbacks======
:* Create mud on a rough rock floor (a dusting of mud is enough).
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*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you instead order more bags than can be used, hundreds of surplus sand bags will accumulate until you eventually run out of bags or tweak the balance again.
:* Breach the caverns, allowing fungus to grow on the mud.
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:* Once fungus has grown, build a wall on the mud, then deconstruct it. This will change the tile type from rock to soil.
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=====Slow and easy=====
If your embark has sand as the only soil type, then the tile will always change to sand. If you have multiple soil types, one will be randomly chosen. If you do not get sand, you can repeat the process on another tile until you do. Once you have a sand tile, build a floor grate over it. This will stop fungus regrowing and will not block sand collection.
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The slightly slower but more controllable method of collecting sand efficiently. Assign each glass furnace to an individual glassmaker, and make sure that the dwarf's item hauling labor is turned on. Stagger work orders so the glassmaker hauls their own sand, then makes their item, then hauls their own sand.  
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======Benefits======
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*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass-producing [[Gems#Glass|raw glass]] or [[block]]s.
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*Usage of bags is set to a minimum, which frees [[cloth]] and [[leather]] for other purposes.
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======Drawbacks======
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*Tandem job orders like this mean that only five orders can be placed at a time, meaning that orders are placed most effectively as [[repeat]]s. A way around this is to set five different types of tandem orders and [[suspend]] and unsuspend them as desired.
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*This method is slower than the brute force method, and doesn't give your horde of idle dwarves anything to do.
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*The manager can still be a burden with this system and ruin the balance of labors.
  
 
==Varieties of glass==
 
==Varieties of glass==
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==Glassmaking vs. other professions==
 
==Glassmaking vs. other professions==
Functionally, the glass industry is like a cross between the [[stone industry]] and the [[metal industry]], incorporating elements from both. Functionally, it is similar to metalworking, using a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most similar to stoneworking, with only a few differences, and it can pretty much fully replace masonry except for those instances.
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Functionally, the glass industry is like a cross between the Stone industry, and the Metal industry, incorporating elements from both. Functionally, it is similar to metalworking, using a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most similar to stoneworking, with only a few differences, and it can pretty much fully replace masonry except for those instances.
  
 
===vs. Stoneworking===
 
===vs. Stoneworking===
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==Glassmaking and [[minecart]]s==
 
==Glassmaking and [[minecart]]s==
In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labor and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarf-time wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].
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In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labor and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarftime wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].
If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to their destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much. Another solution if you have an iron (magma safe) minecart is to use it to haul magma up and dump it in a channelled tile in your sand level (video tutorial linked [https://youtu.be/jlpj9qimx4s here]). If you then build magma glass furnaces on top of that magma you can avoid multi z-level hauling since your entire glass industry will be in one location.
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If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much.
 
{{Category|Industry}}
 
{{Category|Industry}}
 
{{Industry}}
 
{{Industry}}
[[ru:Glass industry]]
 

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