- 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.
Difference between revisions of "v0.31:Clutter"
(Quality change) |
(Trying my hand at a silly edit.) |
||
Line 68: | Line 68: | ||
If {{L|stockpile|stockpiles}} are used with this method, they must all be kept completely full, so that the workshop remains cluttered. | If {{L|stockpile|stockpiles}} are used with this method, they must all be kept completely full, so that the workshop remains cluttered. | ||
+ | |||
+ | == Production Equilibrium == | ||
+ | {{Template:D for dwarf}} | ||
+ | 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}} | {{Workshops}} | ||
{{Category|Workshops}} | {{Category|Workshops}} |
Revision as of 04:13, 4 December 2010
This article is about an older version of DF. |
Template:Ls will get cluttered when they become full of goods that are not Template:Led away to Template:L. 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
With larger items (e.g. Template:L, Template:L, Template:L), 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. Template:L components and ammo are especially large; the Template:L can get cluttered after producing just 3 ballista arrows.
(CLT) | 15 Large Items | : 2x slower |
---|---|---|
(CLT) | 20 Large Items | : 3x slower |
(CLT) | 25 Large Items | : 4x slower |
(CLT) | 30 Large Items | : 5x slower |
(CLT) | 35 Large Items | : 6x slower |
(CLT) | 40 Large Items | : 7x slower |
(CLT) | 45 Large Items | : 8x slower |
*CLT* | 50 Large Items | : 9x slower |
☼CLT☼ | 55 Large Items | : 10x slower |
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 Template:L can get cluttered even after butchering a single animal.
Similarly, a Template:L producing lavish meals using Template:L, Template:L, or Template:L 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 Template:L will Template:L sooner or later, causing Template:L (and unhappy Template:L in the chef if they were masterpieces).
Remedy
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using Template:L will increase stockpile efficiency), and employ enough dwarves with the appropriate Template:L 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
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, workshop gets uncluttered easily and can work at full speed. Benefits 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.
A Template:L, for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it.
Template:L similarly will eventually be brought to a point where they produce fuel at same speed as other workshops consume it.
If Template:L are used with this method, they must all be kept completely full, so that the workshop remains cluttered.
Production Equilibrium
This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable. |
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 |