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Editing User:Gairabad

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== NOTICE ==
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I have spent a lot of time creating and discarding fortress designsHere I will share my hard-earned knowledge.
 
 
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 :-)
 
 
 
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 ==
 
== Workshop Structure ==
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== Advanced Workshop Structure ==
 
== 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.
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A butcher's workshop produces miasma with great frequency.  You should consider walling it off and allowing access through doors only 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.
 
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:
 
Useful for specifying materials to use:
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* Clothier
 
* Clothier
  
Here is how I implement lockable workshops:
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The solution to both of these aberrant workshop classes is the same:
  
 
<pre>
 
<pre>
 
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>><><><>>
<╫▓╫▓╫▓╫<
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<D*D*D*D<
>▓++>++▓>
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>> *>
<╫+WWW+╫<
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<D WWW D<
<<WWW<<
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<*<WWW<*<
<╫+WWW+╫<
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<D WWW D<
>▓++>++▓>
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>> *>
<╫▓╫▓╫▓╫<
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<D*D*D*D<
 
>><><><>>
 
>><><><>>
 
</pre>
 
</pre>
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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.
 
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:
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Kennels and siege workshops require a 5x5 area, and thus they cannot fit in the standard 3x3 zone.  The above plan works well for them with very little modification:
  
 
<pre>
 
<pre>
 
>><><><>>
 
>><><><>>
<+++++++<
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<D*D*D*D<
>+WWWWW+>
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>*WWWWW*>
<+WWWWW+<
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<DWWWWWD<
<+WWKWW+<
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<*WWWWW*<
<+WWWWW+<
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<DWWWWWD<
>+WWWWW+>
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>*WWWWW*>
<+++++++<
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<D*D*D*D<
 
>><><><>>
 
>><><><>>
 
</pre>
 
</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.
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== Efficient Hauling ==
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Let's say you are digging far away from your fortress and come across a vein of bituminous coal.  What's the most efficient way of capitalizing on the fuel?
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The first thing that comes to mind is to haul the coal from the vein directly to the smelter.  With each haul, your dwarves are bringing approximately 3 coke worth of fuel back to the fortress.  However, there is a more efficient way:
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* Build a smelter near the coal vein.
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* Smelt all the coal into coke.
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* Set up a fairly large custom stockpile nearby that accepts coke only.  Make sure you have lots of bins.
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* Set up another 1-2 tile custom stockpile near a workshop you need fuel forMake it just like the last one, only its only holds bins with at least 10 blocks in them.
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* Set up another fairly large custom stockpile near a workshop you need fuel for.  Make it just like the last one, but with no minimum requirement.
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* Set up the first stockpile to feed into the second stockpile.
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* Set up the second stockpile to feed into the third stockpile.
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If you set things up properly, the setup should function like this:
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- Coke accumulates in stockpile #1 until a bin becomes full.
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- Since the bin is full, a dwarf moves it to stockpile #2.
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- Since stockpile #2 feeds into stockpile #3, the dwarf who moved the bin to stockpile #2 should move it to stockpile #3 immediately after he reaches stockpile #2.
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This gives you an effective hauling capacity of 10 coke per haul, which is more than triple what you would get with the standard method.  The only caveat is that you must have strong item haulers.  If your haulers aren't strong enough, you could consider making the maximum bin capacity be less than ten in stockpile #1, and lower the minimum requirement in stockpile #2 accordingly.
  
 
== Deepcolumn ==
 
== 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:
 
Site Features:
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Level -7 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -7 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 1 Meeting Hall Meeting Hall Meeting Hall
 
Row 2 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
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Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 4 Meeting Hall Meeting Hall ROOM Meeting Hall Meeting Hall
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Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 5 Meeting Hall Meeting Hall Meeting Hall
  
 
Level -8 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -8 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 1 Meeting Hall Meeting Hall Meeting Hall
 
Row 2 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
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Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall Meeting Hall 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
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Row 5 Meeting Hall Meeting Hall Meeting Hall
  
 
Level -9 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -9 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 1 Meeting Hall Meeting Hall Meeting Hall
 
Row 2 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
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Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall
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Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 5 Meeting Hall Meeting Hall Meeting Hall
  
 
Level -10 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -10 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 1 Meeting Hall Meeting Hall Meeting Hall
 
Row 2 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
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Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall
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Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
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Row 5 Meeting Hall Meeting Hall Meeting Hall
  
 
Level -11 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -11 Column 1 Column 2 Column 3 Column 4 Column 5
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* The areas marked Water Feed may be used in artificial waterfalls that fall through the Meeting Hall levels.
 
* 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 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.
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* 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 be closest to one of my fortress's corners.
 
* Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.
 
* Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.

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