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.

Difference between revisions of "40d:Clutter"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
 
(30 intermediate revisions by 20 users not shown)
Line 1: Line 1:
{{old|0.23.130.23a}}
+
{{quality|Exceptional|15:54, 29 April 2011 (UTC)}}{{av}}
 +
[[Workshop]]s will get '''cluttered''' when they become full of goods that are not [[hauling|haul]]ed away to [[stockpile]]s. A workshop that is cluttered will display '''(CLT)''' when viewed via the {{key|q}} or {{key|t}} menus. {{key|t}}, "View Items in Buildings," will show you what items are cluttering the workshop.
  
[[Workshops]] will get '''cluttered''' when they become full of goods that are not [[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.
+
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.
  
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter <font style="color: #808080; background-color: #000; padding: 0.15em"><tt>'''(CLT)'''</tt></font> 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 ==
 
== 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. [[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.
 
  
 
{| style="margin: 0 auto; text-align: center; border-spacing: 4px"
 
{| style="margin: 0 auto; text-align: center; border-spacing: 4px"
Line 13: Line 12:
 
|-
 
|-
 
! style="color: #808080; background: #000" | <tt>(CLT)</tt>
 
! style="color: #808080; background: #000" | <tt>(CLT)</tt>
| 15 Large Items
+
| 150 units
 
| : 2x slower
 
| : 2x slower
 
|-
 
|-
 
! style="color: #c0c0c0; background: #000" | <tt>(CLT)</tt>
 
! style="color: #c0c0c0; background: #000" | <tt>(CLT)</tt>
| 20 Large Items
+
| 200 units
 
| : 3x slower
 
| : 3x slower
 
|-
 
|-
 
! style="color: #fff; background: #000" | <tt>(CLT)</tt>
 
! style="color: #fff; background: #000" | <tt>(CLT)</tt>
| 25 Large Items
+
| 250 units
 
| : 4x slower
 
| : 4x slower
 
|-
 
|-
 
! style="color: #ff0; background: #000" | <tt>(CLT)</tt>
 
! style="color: #ff0; background: #000" | <tt>(CLT)</tt>
| 30 Large Items
+
| 300 units
 
| : 5x slower
 
| : 5x slower
 
|-
 
|-
 
! style="color: #800000; background: #000" | <tt>(CLT)</tt>
 
! style="color: #800000; background: #000" | <tt>(CLT)</tt>
| 35 Large Items
+
| 350 units
 
| : 6x slower
 
| : 6x slower
 
|-
 
|-
 
! style="color: #f00; background: #000" | <tt>(CLT)</tt>
 
! style="color: #f00; background: #000" | <tt>(CLT)</tt>
| 40 Large Items
+
| 400 units
 
| : 7x slower
 
| : 7x slower
 
|-
 
|-
 
! style="color: #f0f; background: #000" | <tt>(CLT)</tt>
 
! style="color: #f0f; background: #000" | <tt>(CLT)</tt>
| 45 Large Items
+
| 450 units
 
| : 8x slower
 
| : 8x slower
 
|-
 
|-
 
! style="color: #f0f; background: #000" | <tt>*CLT*</tt>
 
! style="color: #f0f; background: #000" | <tt>*CLT*</tt>
| 50 Large Items
+
| 500 units
 
| : 9x slower
 
| : 9x slower
 
|-
 
|-
 
! style="color: #f0f; background: #000" | <tt>☼CLT☼</tt>
 
! style="color: #f0f; background: #000" | <tt>☼CLT☼</tt>
| 55 Large Items
+
| 550 units
 
| : 10x slower
 
| : 10x slower
 
|}
 
|}
  
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using [[bin]]s 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 {{k|q}} or {{k|t}} menu).
+
== Occurrence ==
 +
 
 +
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 shop|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 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 [[thought]]s in the chef if they were masterpieces).
 +
 
 +
== Remedy ==
 +
 
 +
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using [[bin]]s 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 {{k|q}} or {{k|t}} menu).
 +
 
 +
== Benefits ==
  
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.
+
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.
  
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.
+
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 be brought to a point where they produce fuel at same speed as other workshops consume it. The advantage/drawback with this is that [[stockpile]]s may no longer be used (effectively, anyway), as the products are being drawn directly from the workshop.
  
[[Category:Workshops]]
+
{{Workshops}}
 +
{{Category|Workshops}}

Latest revision as of 23:46, 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) 150 units : 2x slower
(CLT) 200 units : 3x slower
(CLT) 250 units : 4x slower
(CLT) 300 units : 5x slower
(CLT) 350 units : 6x slower
(CLT) 400 units : 7x slower
(CLT) 450 units : 8x slower
*CLT* 500 units : 9x slower
☼CLT☼ 550 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: 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 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 be brought to a point where they produce fuel at same speed as other workshops consume it. The advantage/drawback with this is that stockpiles may no longer be used (effectively, anyway), as the products are being drawn directly from the workshop.

Workshops
Furnaces
Related articles