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== NOTICE ==
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Hi! I really appreciate the content you've been adding to pages like [[hatch cover]]. Only, please try to keep your additions in our standard format, which you can find in the [[DwarfFortressWiki:Community Portal]]. For example, adding new content to a section called "testing" makes sense from a writer's point of view, but would be confusing to a reader new to the game.
  
A lot of the stuff on this page is fairly obsolete in that I have found more efficient ways of doing things (mostly in the realm of isolated workshops.)  If you leave a request on my talk page, I'll probably tell you the major differences, but it's more fun to play the game for yourself right?  Anyway, it's great to finally be over my Dwarf Fortress addiction :-)
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Oh, and you can remove single tiles of a stockpile, so if you want stairs leading up to a refuse pile, just remove the stockpile from that one tile. --[[User:RomeoFalling|RomeoFalling]] 02:06, 11 November 2008 (EST)
 
 
Also, if you have a way of putting a fortress together that you believe to be more efficient than mine, I'd be interested in hearing about it.  So far I haven't seen any other players focusing on efficiency.  (It's not very much fun; I wouldn't recommend it.  Part of the reason I quit: instead of playing the game, my dwarf fortress sessions often consisted of refining a fortress blueprint.  And then when the execution wasn't up to par I'd have to restart.)
 
 
 
One last thing: Joyous Wilds are totally underrated.  For your next game, I recommend you generate a custom world and modify the parameters to maximize their occurrence.
 
 
 
== Workshop Structure ==
 
 
 
A standard fortress workshop floor looks like this:
 
 
 
<pre>
 
>><><><>>
 
<WWW<WWW<
 
>WWW>WWW>
 
<WWW<WWW<
 
<><>>><><
 
<WWW<WWW<
 
>WWW>WWW>
 
<WWW<WWW<
 
>><><><>>
 
</pre>
 
 
 
Advantages:
 
 
 
* Excellent mobility.  Workshop users have good access to fourteen adjacent workshops (four on their own floor, and five on each of the floors above and below them.)
 
* Excellent stockpile access.  Simply designate stockpiles right on top of the stairway tiles.
 
* A mixture of up and down stairways prevents deadly ten-story falls.
 
 
 
Things to watch for:
 
 
 
* Workshops also have moderately good access to twelve more workshops that are diagonally adjacent.  Although walking diagonally takes just as long as walking in the four cardinal directions, I try to avoid diagonal relationships (e.g. making a fishery diagonally adjacent to a kitchen) for several reasons:
 
 
 
:*Since diagonal travel is often the most efficient way to cross the fortress, having regular diagonal trips between two workshops puts extra pressure on a traffic area that's already in high demand.
 
 
 
:*There's no convenient stockpile space right between the two workshops.
 
 
 
* Certain items experience wear when dwarves traffic over them.  Thus you might not want to use stairway stockpiles for items you suspect to be in this category.
 
 
 
 
 
== Advanced Workshop Structure ==
 
 
 
A butcher's workshop is likely to produce miasma at some point or another.  You should consider walling it off and channeling access through doors to prevent miasma spread.
 
 
 
There are a bunch more workshops that can benefit from being "lockable".  This will allow you to make sure that a dwarf uses a particular material or decorates a particular item.
 
 
 
I don't recommend making every workshop like this lockable.  Just one or two of each type, so you have the flexibility to micromanage as necessary.
 
 
 
Useful for specifying materials to use:
 
 
 
* Mason
 
* Mechanic
 
* Stone Crafter
 
* Bone Carver
 
* Leather Works
 
* Clothier
 
 
 
Useful for specifying items to be decorated:
 
 
 
* Jeweler
 
* Bone Carver
 
* Leather Works
 
* Clothier
 
 
 
Here is how I implement lockable workshops:
 
 
 
<pre>
 
>><><><>>
 
<╫▓╫▓╫▓╫<
 
>▓++>++▓>
 
<╫+WWW+╫<
 
<▓<WWW<▓<
 
<╫+WWW+╫<
 
>▓++>++▓>
 
<╫▓╫▓╫▓╫<
 
>><><><>>
 
</pre>
 
 
 
Note that you will have to place hatch covers over the four inner stairways if you want to achieve full isolation.  For the upward stairway, you will have to go to the level above to place the hatch cover.
 
 
 
I implement kennels similarly:
 
 
 
<pre>
 
>><><><>>
 
<+++++++<
 
>+WWWWW+>
 
<+WWWWW+<
 
<+WWKWW+<
 
<+WWWWW+<
 
>+WWWWW+>
 
<+++++++<
 
>><><><>>
 
</pre>
 
 
 
I don't use siege engines (I prefer underground entrances with adjacent marksdwarf bunkers, to make good use of my [[Fortress Guard]].)  But the plan will obviously work for a siege workshop as well.
 
 
 
== Deepcolumn ==
 
 
 
NOTE: This plan is somewhat out of date already--I found several ways to modify the upper layers for greater efficiency.  Unfortunately my word processor uses a different tabbing system than this wiki, so I can't copy and paste without having to do a lot of fixing up.  At some point I plan to take screenshots or a [http://mkv25.net/dfma/ map archive].
 
 
 
Site Features:
 
* Flux'd
 
* On a mountain tile
 
* Possessing an underground river
 
* In a savage area
 
* Magma-free
 
* 1 layer of Black Sand; the rest are all stone layers.
 
 
 
Fortress Features:
 
* Micromanaged
 
* Decompartmentalized
 
* No siege engines
 
* Placed such that I can see most of the fortress at once
 
* Waterfalls powered by dwarven muscle
 
 
 
<pre>
 
Overview Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Fishing
 
Row 2 Trade Enter
 
Row 3 Wood Sources
 
Row 4
 
Row 5
 
 
 
Level 0 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 W. Craft Grass Sunshine Rope Reed Fishery
 
Row 2 Grass Windmill Blade Weed Rope Reed Food
 
Row 3 Sunshine Grass Windmill Rope Reed Sunshine
 
Row 4 Brew Food Blade Weed Food Brew
 
Row 5 W. Craft Brew Food Brew W. Craft
 
 
 
Level -1 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 G. Furnace Cave Wheat Still Plump H. Kitchen
 
Row 2 Cave Wheat Mill Pig Dimple F. Workshop Plump H.
 
Row 3 Still Sweet Pod Mill Pig Dimple Still
 
Row 4 Sweet Pod F. Workshop Kitchen F. Workshop Q. Bush
 
Row 5 G. Furnace Sweet Pod Still Q. Bush G. Furnace
 
 
 
Level -2 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 G. Furnace Jeweler Jeweler Stone Craft Ashery
 
Row 2 Stone Craft Kitchen Dyer's Shop Jeweler Jeweler
 
Row 3 Jeweler Clothier Loom G. Furnace G. Furnace
 
Row 4 Jeweler Clothier Clothier Kiln G. Furnace
 
Row 5 G. Furnace Clothier Clothier G. Furnace Ashery
 
 
 
Level -3 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bone Bolts Kitchen Soaper Ashery W. Furnace
 
Row 2 Butcher Butcher Crossbow W. Craft Carpenter
 
Row 3 Butcher Butcher Bone Bolts G. Furnace Carpenter
 
Row 4 Tanner Leather Leather G. Furnace Carpenter
 
Row 5 Leather Leather Leather Ashery W. Furnace
 
 
 
Level -4 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Skull Totems
 
Row 2 Trade Enter Trade Depot Trade Depot Trade Depot
 
Row 3 Trade Depot Trade Depot Trade Depot
 
Row 4 Trade Depot Trade Depot Trade Depot
 
Row 5
 
 
 
Level -5 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Water Feed Mason Mason
 
Row 2 Bone Carver Bone Carver Mason Mason Water Feed
 
Row 3 Bone Carver Bone Carver Ditch Stone Craft Stone Craft
 
Row 4 Water Feed Mason Mason Stone Craft Stone Craft
 
Row 5 Mason Mason Water Feed
 
 
 
Level -6 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Water Feed Jeweler Jeweler
 
Row 2 Mechanic Mechanic Jeweler Jeweler Water Feed
 
Row 3 Mechanic Mechanic Ditch Kennels Kennels
 
Row 4 Water Feed Jeweler Jeweler Kennels Kennels
 
Row 5 Jeweler Jeweler Water Feed
 
 
 
Level -7 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 3 Meeting Hall Meeting Hall DINING Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall ROOM Meeting Hall Meeting Hall
 
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
 
 
Level -8 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 3 Meeting Hall Meeting Hall ZOO Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
 
 
Level -9 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 3 Meeting Hall Meeting Hall SCULPTURE Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall
 
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
 
 
Level -10 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 3 Meeting Hall Meeting Hall SCULPTURE Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall
 
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
 
 
Level -11 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bedrooms Bedrooms Bedrooms
 
Row 2 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 3 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 4 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 5 Bedrooms Bedrooms Bedrooms
 
 
 
Level -12 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bedrooms Bedrooms Bedrooms
 
Row 2 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 3 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 4 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 5 Bedrooms Bedrooms Bedrooms
 
 
 
Level -13 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bedrooms Bedrooms Bedrooms
 
Row 2 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 3 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 4 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 5 Bedrooms Bedrooms Bedrooms
 
 
 
Level -14 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bedrooms Bedrooms Bedrooms
 
Row 2 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 3 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 4 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 5 Bedrooms Bedrooms Bedrooms
 
 
 
Level -15 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bedrooms Bedrooms Bedrooms
 
Row 2 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 3 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 4 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 5 Bedrooms Bedrooms Bedrooms
 
 
 
Level -16 Column 1 Column 2 Column 3 Column 4 Column 5
 
Row 1 Bedrooms Bedrooms Bedrooms
 
Row 2 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 3 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 4 Bedrooms Bedrooms Bedrooms Bedrooms Bedrooms
 
Row 5 Bedrooms Bedrooms Bedrooms
 
</pre>
 
 
 
Notes:
 
* The Trade Depot is surrounded by drawbridges.
 
* The areas marked Water Feed may be used in artificial waterfalls that fall through the Meeting Hall levels.
 
* The areas marked Meeting Hall will be a mixture of zoos, statue gardens, and dining rooms.  Levers will also be placed on those levels.
 
* The areas at the corners of levels -5 through -16 are spaces reserved for workshops that produce mining products.  Diagonal movement is just as efficient as cardinal-direction movement in Dwarf Fortress.  Most of the ground tiles in the map will have one of my fortress's corners as a closest point.
 
* Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.
 

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