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Difference between revisions of "40d:Clutter"
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[[Workshops]] will get '''cluttered''' when they become full of goods that are not [[hauling|haul]]ed away to [[stockpiles]]. A workshop that is cluttered will display <code>'''(CLT)'''</code> when viewed via the {{key|q}} or {{key|t}} menus. | [[Workshops]] will get '''cluttered''' when they become full of goods that are not [[hauling|haul]]ed away to [[stockpiles]]. A workshop that is cluttered will display <code>'''(CLT)'''</code> when viewed via the {{key|q}} or {{key|t}} menus. | ||
Revision as of 23:27, 18 April 2008
Workshops will get cluttered when they become full of goods that are not hauled away to stockpiles. A workshop that is cluttered will display (CLT)
when viewed via the q or t menus.
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter (CLT) doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long.
Clutter levels
With larger items (e.g. beds, stones, tables), clutter starts appearing when 15 of those are inside a shop. Every 3 small items counts as one large item, so a craft-making workshop isn't cluttered until there are 45 crafts littering the floors, tables, and possibly walls and ceilings. Siege engine components and ammo are especially large; the siege workshop can get cluttered after producing just 3 ballista arrows.
(CLT) | 15 Large Items | : 2x slower |
---|---|---|
(CLT) | 20 Large Items | : 3x slower |
(CLT) | 25 Large Items | : 4x slower |
(CLT) | 30 Large Items | : 5x slower |
(CLT) | 35 Large Items | : 6x slower |
(CLT) | 40 Large Items | : 7x slower |
(CLT) | 45 Large Items | : 8x slower |
*CLT* | 50 Large Items | : 9x slower |
☼CLT☼ | 55 Large Items | : 10x slower |
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using bins will increase stockpile efficiency), and employ enough dwarves with the appropriate hauling jobs (food/furniture/item/refuse/etc.) to get rid of the junk. In many cases it may be faster to build a new workshop, optionally destroying the old one (from the q or t menu).
Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The butcher's workshop can get cluttered even after butchering a single animal: butchering a horse produces 9 meat, 9 chunks, 9 bones, 5 fat, one skull, and one skin.
Similarly, a kitchen producing lavish meals using alcohol, dwarven syrup, or quarry bush leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four barrels with 15 units of alcohol each is already 60 large items, causing meal production to take a very long time.
Workshops | |
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Furnaces | |
Related articles |