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Difference between revisions of "40d Talk:Stone management"
GarrieIrons (talk | contribs) (efficiency) |
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I get that there is a distance where you just get the mason to move the stone... beyond that using a high skilled mason is "intuitively" inefficient. But what is the furthest I should have my skilled mason walking to pick up a stone? | I get that there is a distance where you just get the mason to move the stone... beyond that using a high skilled mason is "intuitively" inefficient. But what is the furthest I should have my skilled mason walking to pick up a stone? | ||
[[User:GarrieIrons|GarrieIrons]] 21:40, 18 September 2008 (EDT) | [[User:GarrieIrons|GarrieIrons]] 21:40, 18 September 2008 (EDT) | ||
+ | :It's more efficient to have all your haulers with masonry enabled and the workshop assigned to the skilled mason. He continues to make masterpiece tables, while when you designate an area for construction each hauler grabs a rock, walks up, and DROPS your building into place more or less in one massive step and then goes about their business. [[User:Rkyeun|Rkyeun]] 00:03, 25 September 2008 (EDT) |
Revision as of 04:03, 25 September 2008
What is considered dated on this page? Does it still deserve the category/template? --Markavian
- I applied the tag because of the information regarding dumping multiple stones into one tile, because it may be regarded as an exploit that could be removed somewhere down the line. I'm not sure if that's the right way to use that template. If not, just kill it. -- EighenIndemnis 16:32, 5 November 2007 (EST)
- You can expand the stonedumping trick to all sorts of other things. If you just mark every ore you dig up as "dump," and have your dump near where your metal industry is to be formed, then you can just undesignate all the ore at once and have a huge pile of raw materials RIGHT THERE for your smelters. Kefkakrazy 17:27, 5 November 2007 (EST)
- Even better miasma will not travel along diagonals. so you can put a hole in the roof just above one of the tiles past the corner of your craftdwarfs shop and choose dwarves chasm bones, skulls, shells, and all. Then set your fisherdwarves loose. Your dwarves will collect all that rotting fish, and dump it all down that hole where it will rot into bones and shells. Then unforbid it and make tons of crafts from the bones and shells. --Ikkonoishi 21:37, 15 November 2007 (EST)
- You can expand the stonedumping trick to all sorts of other things. If you just mark every ore you dig up as "dump," and have your dump near where your metal industry is to be formed, then you can just undesignate all the ore at once and have a huge pile of raw materials RIGHT THERE for your smelters. Kefkakrazy 17:27, 5 November 2007 (EST)
what happened here?
Something went wrong somewhere... I'm sorry, I don't know how i managed to screw up this page... :(
I'll leave it alone now... -Uberubert
- Don't worry, wikis are built to be reverted to older copies when needed. Vanan 12:01, 15 November 2007 (EST)
- Avoid using the <pre> </pre> tags when possible. This causes editing of sections to look correct in previews, but to screw up horribly when saved. If you want to do fixed-width formatting, prefix lines with a space " ". Julius 18:27, 15 November 2007 (EST)
Bookkeeper skill and dumping
Does it require a certain bookkeeper skill to dump from the status screen? -Noctune9
- It seems like "per item" stocks screen commands require that you have enough precision to prevent quantity rounding for that item class (stones). So if your bookkeeper hasn't done enough work, or your bookkeeper's precision setting isn't high enough, you probably can't browse a list of every stone in your fortress, which means you can't dump 'em. Is that consistent with your situation? --Marble Dice 12:55, 19 March 2008 (EDT)
Minor Edit
I changed the "not really necessary" section to reflect that scheduling a rock for a task will make it immovable and block construction, whereas an ignored rock will simply be shoved aside. As such, the only bad rock is a rock the player has a grudge against.--Shadow archmagi 23:08, 22 July 2008 (EDT)
- The problem is that you can't bump the priority of item hauling - so inevitably, the rock in the way is the last one on the job queue not the first one. If you could get to the jobs screen from the map page and then move items up or down the order list that would go a long way toward fixing the problem with stones being in the way because some dwarf is waiting to haul it to the right spot.GarrieIrons 21:37, 18 September 2008 (EDT)
efficiency
has anyone actually worked out... is it more efficient for wall building (quality doesn't matter) to just make your masons do all the walking, or to use a skilled mason (who builds walls quickly) and a bunch of haulers to bring stone a distance of (x)? I get that there is a distance where you just get the mason to move the stone... beyond that using a high skilled mason is "intuitively" inefficient. But what is the furthest I should have my skilled mason walking to pick up a stone? GarrieIrons 21:40, 18 September 2008 (EDT)
- It's more efficient to have all your haulers with masonry enabled and the workshop assigned to the skilled mason. He continues to make masterpiece tables, while when you designate an area for construction each hauler grabs a rock, walks up, and DROPS your building into place more or less in one massive step and then goes about their business. Rkyeun 00:03, 25 September 2008 (EDT)