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Difference between revisions of "User:Gairabad"
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− | I have | + | == NOTICE == |
+ | |||
+ | 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 == | ||
Line 36: | Line 42: | ||
== Advanced Workshop Structure == | == Advanced Workshop Structure == | ||
− | A butcher's workshop | + | 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. | 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: | ||
Line 56: | Line 64: | ||
* Clothier | * Clothier | ||
− | + | Here is how I implement lockable workshops: | |
<pre> | <pre> | ||
>><><><>> | >><><><>> | ||
− | < | + | <╫▓╫▓╫▓╫< |
− | > | + | >▓++>++▓> |
− | < | + | <╫+WWW+╫< |
− | < | + | <▓<WWW<▓< |
− | < | + | <╫+WWW+╫< |
− | > | + | >▓++>++▓> |
− | < | + | <╫▓╫▓╫▓╫< |
>><><><>> | >><><><>> | ||
</pre> | </pre> | ||
Line 72: | Line 80: | ||
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: | |
<pre> | <pre> | ||
>><><><>> | >><><><>> | ||
− | < | + | <+++++++< |
− | > WWWWW > | + | >+WWWWW+> |
− | < WWWWW < | + | <+WWWWW+< |
− | < | + | <+WWKWW+< |
− | < WWWWW < | + | <+WWWWW+< |
− | > WWWWW > | + | >+WWWWW+> |
− | < | + | <+++++++< |
>><><><>> | >><><><>> | ||
</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. | |
− | + | == Deepcolumn == | |
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− | + | 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: | ||
Line 183: | Line 173: | ||
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 | + | 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 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall | ||
− | Row 3 Meeting Hall Meeting Hall | + | Row 3 Meeting Hall Meeting Hall DINING Meeting Hall Meeting Hall |
− | Row 4 Meeting Hall Meeting Hall | + | Row 4 Meeting Hall Meeting Hall ROOM Meeting Hall Meeting Hall |
− | Row 5 | + | Row 5 Meeting Hall Meeting Hall 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 | + | 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 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall | ||
− | Row 3 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 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall | ||
− | Row 5 | + | Row 5 Meeting Hall Meeting Hall 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 | + | 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 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall | ||
− | Row 3 Meeting Hall Meeting Hall | + | Row 3 Meeting Hall Meeting Hall SCULPTURE Meeting Hall Meeting Hall |
− | Row 4 Meeting Hall Meeting Hall | + | Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall |
− | Row 5 | + | Row 5 Meeting Hall Meeting Hall 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 | + | 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 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall | ||
− | Row 3 Meeting Hall Meeting Hall | + | Row 3 Meeting Hall Meeting Hall SCULPTURE Meeting Hall Meeting Hall |
− | Row 4 Meeting Hall Meeting Hall | + | Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall |
− | Row 5 | + | Row 5 Meeting Hall Meeting Hall 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 | ||
Line 257: | Line 247: | ||
* 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 | + | * 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. | * Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds. |
Latest revision as of 05:20, 26 February 2009
NOTICE[edit]
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[edit]
A standard fortress workshop floor looks like this:
>><><><>> <WWW<WWW< >WWW>WWW> <WWW<WWW< <><>>><>< <WWW<WWW< >WWW>WWW> <WWW<WWW< >><><><>>
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[edit]
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:
>><><><>> <╫▓╫▓╫▓╫< >▓++>++▓> <╫+WWW+╫< <▓<WWW<▓< <╫+WWW+╫< >▓++>++▓> <╫▓╫▓╫▓╫< >><><><>>
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:
>><><><>> <+++++++< >+WWWWW+> <+WWWWW+< <+WWKWW+< <+WWWWW+< >+WWWWW+> <+++++++< >><><><>>
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[edit]
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 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
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
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.