v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Glass industry

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 5: Line 5:
  
 
==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.
+
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. 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.
  
 
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.
 
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.
Line 12: Line 12:
  
 
===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.  
+
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]]" labour, not glassmaking (ie. 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.  
  
 
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.
 
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.
Line 23: Line 23:
 
:*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".
 
:*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".
 
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.
 
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.
====Creating sand tiles====
 
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:
 
:* Create mud on a rough rock floor (a dusting of mud is enough).
 
:* Breach the caverns, allowing fungus to grow on the mud.
 
:* Once fungus has grown, build a wall on the mud, then deconstruct it. This will change the tile type from rock to soil.
 
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.
 
  
 
==Varieties of glass==
 
==Varieties of glass==
Line 53: Line 47:
  
 
==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]].
+
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 labour 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]].
 
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.
 
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.
 
{{Category|Industry}}
 
{{Category|Industry}}
 
{{Industry}}
 
{{Industry}}
 
[[ru:Glass industry]]
 
[[ru:Glass industry]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 hidden category: