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Difference between revisions of "40d Talk:Workshop"

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(New page: Maybe something about what the workshops actually do? --~~~~)
 
m (moved Talk:Broken/40d\x3aWorkshop to 40d Talk:Workshop: Fixing talk page name (725/738))
 
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==proposed content==
 
Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)
 
Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)
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==move [[Workshops]] to [[Workshop]]==
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Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)
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:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)
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::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)
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:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)
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:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)
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Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.<br>
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The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a <nowiki>{{del}}</nowiki>. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)
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:We should make one page for each workshop, add them to [[:category:workshops]] and <nowiki>{{del}}</nowiki> this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)
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:Ive made [[siege workshop]] and marked that section of the article with <s>strikout</s>. When all sections are marked like this, the page is ready to be made into a redirect to [[:category:workshops]]. --[[User:Mizipzor|Mizipzor]] 05:27, 7 November 2007 (EST)
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==Material/objects for building workshops==
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Should it really be labelled "Materials needed to build" - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)
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Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)
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== Production Image ==
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Cheese is missing, as is anything to do with pre-thread silk.
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Additionally, the chain after thread is inconsistent with the rest of the diagram. --[[User:N9103|Edward]] 03:22, 29 May 2008 (EDT)
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I updated the image to include silk, cheese is already included in food, although it's not quite clear. I am just afraid that naming individual food items is going to create a huge mess. Not sure what you mean that the chain after thread is inconsistent [[User:Aeolist|Aeolist]] 05:47, 22 June 2008 (EDT)
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== Workshop Design ==
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Does it strike anyone else as odd that we have a Bedroom Design page that's a few thousand words and 18 images strong, but not so much as a sentence on workshop design?  We should add an extra section to this page discussing that.  If it gets too large, it can be moved to its own page, but for the moment keeping things consolidated is probably best.
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The rest of this post will be a first draft for the section.  Please keep comments and discussion in indented (use : at the beginning of your post) lines just below this comment, and out of the drafted article. --[[User:ThunderClaw|ThunderClaw]] 10:28, 10 October 2008 (EDT)
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:In regards to kitchens/butcher shops, whenever possible, I use the "miasma won't go through diagonals" trick instead of doors. Otherwise, you wind up with doors that get stuck open due to pets, items, etc. It gets even worse if your item hauling falls behind and you have to deconstruct a workshop to get its contents to be stockpiled (important if you have spoilable items) and hauled off (Dump and/or funneling stockpiles), resulting in the 4x4 explosion of stacked items. Depending on your point of view, exploting the diagonals may constitute a cheat and it does create a (fairly minimal) space impact adding that off-true wall. Nevertheless, I'm glad to see this article. Getting my workshops running efficiently is one of my biggest bugaboos so far. -[[User:Fuzzy|Fuzzy]] 13:08, 10 October 2008 (EDT)
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::For miasma in butcher's shops, I usually use a vent and place the butcher's shop in the vent area. Each butchering operation leaves behind a bunch of chunks that stunk up my shops far too frequently. With kitchens, miasma is only an occasional problem, so I would go for the doors as well, if the kitchen is emitting miasma its probably too late to salvage the contents. -[[User:CptFastbreak|CptFastbreak]] 20:20, 10 October 2008 (CET)
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::Truthfully, the way I usually deal with that stuff is to make sure the kitchens and butcheries are on the top floor, then channel a smokestack up to the surface to make the center hex of the workshop "outside", so I never thought of it too closely.  Throw a quick wall around it to keep enemies out and you'll never even produce miasma.  Anyway, I've yet to see a hauling breakdown with the decentralized idea I've been using for the last 6 fortresses, so I have trouble commenting on that.  If you can, perhaps you might consider adding a note on their causes and effects in the key considerations? --[[User:ThunderClaw|ThunderClaw]] 14:25, 10 October 2008 (EDT)<br>
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This has fallen off the recent 50 and is therefore extremely unlikely to get any more comments.  Thus, I'm going to add it to the article. --[[User:ThunderClaw|ThunderClaw]] 16:41, 11 October 2008 (EDT)
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== Redo the production chain image? ==
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I think it could do with cleanup and color. --[[User:GreyMario|GreyMaria]] 21:12, 13 October 2008 (EDT)
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== Re: Workshop Design: Gairabad's shameless self-promotion ==
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I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)
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== Can workshop dwarves haul multiple items at once? ==
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If a dwarf in a workshop is doing a job requiring multiple materials, will he take one trip to pick up all the materials or multiple trips?  Does the weight of the materials factor in at all?  I'm pretty sure I've seen smelting dwarves take multiple trips.  [[User:Gairabad|Gairabad]] 00:47, 16 December 2008 (EST)
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They will always take multiple trips.  Weight may only effect how fast those trips are. --[[User:Squirrelloid|Squirrelloid]] 04:41, 16 December 2008 (EST)
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== Gathering Materials ==
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How does a dwarf decide where he gets materials, if they aren't stockpiled?  I have a mason who, when ordered to make anything out of rock, will delve deep into my strip-mining operations, down several Z-levels and quite a lot of walking, to get limestone when said limestone is scattered all over my fortress and is all over the workshop area!  He has to ''walk over'' limestone rocks to get his materials, but for some reason he only wants one specific stone.  Is this a bug?  An artifact of pathfinding algorithms?--[[User:Aegeus|Aegeus]] 22:00, 10 April 2009 (UTC)
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: I think the algorithm try to find the closest stone, but calculate only by distance, so if a stone is beneath the workshop, it will be only 1 distance away, even if the dwarf have to walk 200 squares to get to the damn stair. I have seen a lot of dwarf not using the stockpile just beside a workshop... I should test that someday. try with a workshop, mine beneath it directly, and then try again with some space around to clear the immediate surrounding of the workshop and the stockpile. --[[User:Karl|Karl]] 22:51, 10 April 2009 (UTC)
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::I can assure you that you'll find that the mason will fetch his stone from beneath or above his workshop before doing anything to the sides. Pathfind indeed does not account for Z levels currently, at least when it comes to getting materials. The only way to ensure this won't happen, is to not mine below your shop. A reasonable way to avoid it is to have 3x3 raw stockpile inputs directly above or below your workshops, using multiple Z levels if you want to give more time between refilling the stockpile. --[[User:N9103|Edward]] 04:31, 12 April 2009 (UTC)
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== Workshop Profile Bug? ==
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I have a metalsmith forge with the workshop profile set to allow everyone *except* the dungeon master (I’m trying to get my blacksmith’s skills up and don’t want him interfering).  My manager has approved a task of making 20 iron chains, and these tasks have appeared in the workshop’s task list.  I have two dwarves with the “health care” skill and the “blacksmith” skill enabled only (no other skill is enabled).  I have let the simulation run like that for over a season (game time, of course) and no one has started making the iron chains.  When I change the workshop profile back to “allow all” the Dungeon Master starts the tasks.  I can’t figure out how to get my dwarves to work here.  It’s bizarre.  Anyone know what’s going on or what I can try? --Guest
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After doing some more testing I discouvered what is actually happening.  If the workshop profile for this workshop (don't know about others) is set to deny *anybody* access, then it will deny *everybody* access.  --Guest

Latest revision as of 21:55, 8 March 2010

proposed content[edit]

Maybe something about what the workshops actually do? --Mizipzor 13:39, 30 October 2007 (EDT)

move Workshops to Workshop[edit]

Should this page's title be singluar, in keeping with the rules on the community portal?--BahamutZERO 15:31, 30 October 2007 (EDT)

Probably, if we choose to keep it. However, I'm thinking that this page should really just be a redirect to Category:Workshops. But not until we make sure that all the content here is also in the individual workshop pages. --Peristarkawan 15:35, 30 October 2007 (EDT)
Too bad we can't get the hotkeys in the Category--Vaevictus 15:57, 30 October 2007 (EDT)
Do we need them? There's a perfectly good list of workshops with their hotkeys in the game itself. --Peristarkawan 16:04, 30 October 2007 (EDT)
We could add the shortcut key to that little template thingy on the right. --Mizipzor 21:25, 4 November 2007 (EST)

Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, workshop needs a {{del}}. --Savok 22:47, 4 November 2007 (EST)

We should make one page for each workshop, add them to category:workshops and {{del}} this page. --Mizipzor 08:12, 6 November 2007 (EST)
Ive made siege workshop and marked that section of the article with strikout. When all sections are marked like this, the page is ready to be made into a redirect to category:workshops. --Mizipzor 05:27, 7 November 2007 (EST)


Material/objects for building workshops[edit]

Should it really be labelled "Materials needed to build" - in all cases except the fishery there they are actually objects. Perhaps a 'can be built out of' and 'objects required to build'? --Matryx 05:41, 5 November 2007 (EST)

Someone has detailed that 'still' is short for 'distillery'. This is partially incorrect as a still is actually a completely different word and has a different meaning. A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --Matryx 06:50, 6 November 2007 (EST)

Production Image[edit]

Cheese is missing, as is anything to do with pre-thread silk. Additionally, the chain after thread is inconsistent with the rest of the diagram. --Edward 03:22, 29 May 2008 (EDT)

I updated the image to include silk, cheese is already included in food, although it's not quite clear. I am just afraid that naming individual food items is going to create a huge mess. Not sure what you mean that the chain after thread is inconsistent Aeolist 05:47, 22 June 2008 (EDT)

Workshop Design[edit]

Does it strike anyone else as odd that we have a Bedroom Design page that's a few thousand words and 18 images strong, but not so much as a sentence on workshop design? We should add an extra section to this page discussing that. If it gets too large, it can be moved to its own page, but for the moment keeping things consolidated is probably best.

The rest of this post will be a first draft for the section. Please keep comments and discussion in indented (use : at the beginning of your post) lines just below this comment, and out of the drafted article. --ThunderClaw 10:28, 10 October 2008 (EDT)

In regards to kitchens/butcher shops, whenever possible, I use the "miasma won't go through diagonals" trick instead of doors. Otherwise, you wind up with doors that get stuck open due to pets, items, etc. It gets even worse if your item hauling falls behind and you have to deconstruct a workshop to get its contents to be stockpiled (important if you have spoilable items) and hauled off (Dump and/or funneling stockpiles), resulting in the 4x4 explosion of stacked items. Depending on your point of view, exploting the diagonals may constitute a cheat and it does create a (fairly minimal) space impact adding that off-true wall. Nevertheless, I'm glad to see this article. Getting my workshops running efficiently is one of my biggest bugaboos so far. -Fuzzy 13:08, 10 October 2008 (EDT)
For miasma in butcher's shops, I usually use a vent and place the butcher's shop in the vent area. Each butchering operation leaves behind a bunch of chunks that stunk up my shops far too frequently. With kitchens, miasma is only an occasional problem, so I would go for the doors as well, if the kitchen is emitting miasma its probably too late to salvage the contents. -CptFastbreak 20:20, 10 October 2008 (CET)
Truthfully, the way I usually deal with that stuff is to make sure the kitchens and butcheries are on the top floor, then channel a smokestack up to the surface to make the center hex of the workshop "outside", so I never thought of it too closely. Throw a quick wall around it to keep enemies out and you'll never even produce miasma. Anyway, I've yet to see a hauling breakdown with the decentralized idea I've been using for the last 6 fortresses, so I have trouble commenting on that. If you can, perhaps you might consider adding a note on their causes and effects in the key considerations? --ThunderClaw 14:25, 10 October 2008 (EDT)

This has fallen off the recent 50 and is therefore extremely unlikely to get any more comments. Thus, I'm going to add it to the article. --ThunderClaw 16:41, 11 October 2008 (EDT)

Redo the production chain image?[edit]

I think it could do with cleanup and color. --GreyMaria 21:12, 13 October 2008 (EDT)

Re: Workshop Design: Gairabad's shameless self-promotion[edit]

I added a bunch of stuff to my user page on workshop layout design. Gairabad 21:17, 28 November 2008 (EST)

Can workshop dwarves haul multiple items at once?[edit]

If a dwarf in a workshop is doing a job requiring multiple materials, will he take one trip to pick up all the materials or multiple trips? Does the weight of the materials factor in at all? I'm pretty sure I've seen smelting dwarves take multiple trips. Gairabad 00:47, 16 December 2008 (EST)

They will always take multiple trips. Weight may only effect how fast those trips are. --Squirrelloid 04:41, 16 December 2008 (EST)

Gathering Materials[edit]

How does a dwarf decide where he gets materials, if they aren't stockpiled? I have a mason who, when ordered to make anything out of rock, will delve deep into my strip-mining operations, down several Z-levels and quite a lot of walking, to get limestone when said limestone is scattered all over my fortress and is all over the workshop area! He has to walk over limestone rocks to get his materials, but for some reason he only wants one specific stone. Is this a bug? An artifact of pathfinding algorithms?--Aegeus 22:00, 10 April 2009 (UTC)

I think the algorithm try to find the closest stone, but calculate only by distance, so if a stone is beneath the workshop, it will be only 1 distance away, even if the dwarf have to walk 200 squares to get to the damn stair. I have seen a lot of dwarf not using the stockpile just beside a workshop... I should test that someday. try with a workshop, mine beneath it directly, and then try again with some space around to clear the immediate surrounding of the workshop and the stockpile. --Karl 22:51, 10 April 2009 (UTC)
I can assure you that you'll find that the mason will fetch his stone from beneath or above his workshop before doing anything to the sides. Pathfind indeed does not account for Z levels currently, at least when it comes to getting materials. The only way to ensure this won't happen, is to not mine below your shop. A reasonable way to avoid it is to have 3x3 raw stockpile inputs directly above or below your workshops, using multiple Z levels if you want to give more time between refilling the stockpile. --Edward 04:31, 12 April 2009 (UTC)

Workshop Profile Bug?[edit]

I have a metalsmith forge with the workshop profile set to allow everyone *except* the dungeon master (I’m trying to get my blacksmith’s skills up and don’t want him interfering). My manager has approved a task of making 20 iron chains, and these tasks have appeared in the workshop’s task list. I have two dwarves with the “health care” skill and the “blacksmith” skill enabled only (no other skill is enabled). I have let the simulation run like that for over a season (game time, of course) and no one has started making the iron chains. When I change the workshop profile back to “allow all” the Dungeon Master starts the tasks. I can’t figure out how to get my dwarves to work here. It’s bizarre. Anyone know what’s going on or what I can try? --Guest

After doing some more testing I discouvered what is actually happening. If the workshop profile for this workshop (don't know about others) is set to deny *anybody* access, then it will deny *everybody* access. --Guest