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Difference between revisions of "v0.31:Clutter"

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== Clutter levels ==
 
== Clutter levels ==
 
+
The actual size of an item determines the amount of clutter it generates. See the [[weight]] article to determine the bulk of an item.
With larger items (e.g. [[bed|beds]], [[stone|stones]], [[table|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.
 
  
 
{| style="margin: 0 auto; text-align: center; border-spacing: 4px"
 
{| style="margin: 0 auto; text-align: center; border-spacing: 4px"
 
|+ style="margin: 0 auto" | '''Levels of Clutter'''
 
|+ style="margin: 0 auto" | '''Levels of Clutter'''
 
|-
 
|-
! style="color: #808080; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|0:0:1}}
| 15 Large Items
+
| 90000 units
 
| : 2x slower
 
| : 2x slower
 
|-
 
|-
! style="color: #c0c0c0; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|7:0:0}}
| 20 Large Items
+
| 120000 units
 
| : 3x slower
 
| : 3x slower
 
|-
 
|-
! style="color: #fff; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|7:0:1}}
| 25 Large Items
+
| 150000 units
 
| : 4x slower
 
| : 4x slower
 
|-
 
|-
! style="color: #ff0; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|6:0:1}}
| 30 Large Items
+
| 180000 units
 
| : 5x slower
 
| : 5x slower
 
|-
 
|-
! style="color: #800000; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|4:0:0}}
| 35 Large Items
+
| 210000 units
 
| : 6x slower
 
| : 6x slower
 
|-
 
|-
! style="color: #f00; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|4:0:1}}
| 40 Large Items
+
| 240000 units
 
| : 7x slower
 
| : 7x slower
 
|-
 
|-
! style="color: #f0f; background: #000" | <tt>(CLT)</tt>
+
! {{Raw Tile|(CLT)|5:0:1}}
| 45 Large Items
+
| 270000 units
 
| : 8x slower
 
| : 8x slower
 
|-
 
|-
! style="color: #f0f; background: #000" | <tt>*CLT*</tt>
+
! {{Raw Tile|*CLT*|5:0:1}}
| 50 Large Items
+
| 300000 units
 
| : 9x slower
 
| : 9x slower
 
|-
 
|-
! style="color: #f0f; background: #000" | <tt>☼CLT☼</tt>
+
! {{Raw Tile|☼CLT☼|5:0:1}}
| 55 Large Items
+
| 330000 units
 
| : 10x slower
 
| : 10x slower
 
|}
 
|}
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== Benefits ==
 
== Benefits ==
  
There is one upside to clutter, depending on your viewpoint and playstyle. As a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is sudden spike of demand, the workshop is easily uncluttered and can work at full speed. The benefit of this is that tasks can be left in repeat mode with no supervision and will not produce much unwanted extras or consume more resources than needed.
+
There is one upside to clutter, depending on your viewpoint and playstyle: as a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is a sudden spike of demand, the workshop gets uncluttered easily and can work at full speed. The benefit of this is that tasks can be left in on auto-repeat with no supervision and will not produce excessive outputs or consume more resources than needed.
  
A [[still]], for example, can eventually get to the rate where dwarves consume booze at same speed as the cluttered workshops produce it.
+
A [[still]], for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it. [[Wood furnace]]s similarly will eventually reach a point where they produce fuel at same speed as other workshops consume it. If [[stockpile]]s are used with this method, they must all be kept completely full, so that the workshop remains cluttered.  Your stockpile will become a sort of buffer to compensate for large spikes in demand - the larger your booze stockpile is, the larger of a spike in demand it can compensate for when, for example, a [[tantrum]] spiral erupts.
  
[[Wood furnace|Wood furnaces]] similarly will eventually be brought to a point where they produce fuel at same rate as other workshops consume it.
 
  
If [[stockpile|stockpiles]] are used with this method, they must all be kept completely full, so that the workshop remains cluttered.
+
{{Workshops}}
 +
{{Category|Workshops}}
  
 
== Bugs ==
 
== Bugs ==

Latest revision as of 23:48, 27 October 2024

This article is about an older version of DF.

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. t, "View Items in Buildings," will show you what items are cluttering the workshop.

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[edit]

The actual size of an item determines the amount of clutter it generates. See the weight article to determine the bulk of an item.

Levels of Clutter
(CLT) 90000 units : 2x slower
(CLT) 120000 units : 3x slower
(CLT) 150000 units : 4x slower
(CLT) 180000 units : 5x slower
(CLT) 210000 units : 6x slower
(CLT) 240000 units : 7x slower
(CLT) 270000 units : 8x slower
*CLT* 300000 units : 9x slower
☼CLT☼ 330000 units : 10x slower

Occurrence[edit]

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. Workshops involved in processing of large materials, such as elephant byproducts, will clutter badly even with very few or single worked material, such as tanning of the skin or bone carving for tusks.

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 stacks of quarry bush leaves[15] is already enough to clutter, causing meal production to take a very long time. An unpleasant consequence of kitchen clutter is that food which is not stored in a stockpile will rot sooner or later, causing miasma (and unhappy thoughts in the chef if they were masterpieces).

Remedy[edit]

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. The dwarf working at the workshop could also have the relevant hauling job enabled, pausing from time to time to move around goods. In case of inexperienced cooks, order only one or two meals at a time, and check clutter before issuing new orders. An alternate clutter control method is to build new workshops, optionally destroying the old ones (from the q or t menu).

Benefits[edit]

There is one upside to clutter, depending on your viewpoint and playstyle: as a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is a sudden spike of demand, the workshop gets uncluttered easily and can work at full speed. The benefit of this is that tasks can be left in on auto-repeat with no supervision and will not produce excessive outputs or consume more resources than needed.

A still, for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it. Wood furnaces similarly will eventually reach a point where they produce fuel at same speed as other workshops consume it. If stockpiles are used with this method, they must all be kept completely full, so that the workshop remains cluttered. Your stockpile will become a sort of buffer to compensate for large spikes in demand - the larger your booze stockpile is, the larger of a spike in demand it can compensate for when, for example, a tantrum spiral erupts.


Workshops
Furnaces
Related articles

Bugs[edit]

  • Individual body parts from large animals (like an elephant's tusk) can instantly clutter a workshop. Bug:1489
  • Large stacks of bones from large animals can instantly clutter a bone-carver's workshop. Bug:231
  • Cooking with eggs creates extreme kitchen clutter. Bug:3994

Production Equilibrium[edit]

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The unique dwarven economic system, which has been called 'confusing' at best and 'insane' at worst by most other species, has at least one benefit. The fact that items are rarely moved from where they were made until needed leads to much clutter around workshops. As the clutter builds and makes it more difficult to move around the workshop, production slows more and more. If demand suddenly spikes, the clutter is removed and production rises again. Some scientists see this as an instinctual supply and demand device. Others see it as dumb luck.

Workshops
Furnaces
Related articles