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v0.31:Stockpile design

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Revision as of 19:52, 7 June 2010 by DeMatt (talk | contribs) (I like pasta. But there are points where it doesn't work. Here, refuse stockpiles and sparring.)
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This article is about an older version of DF.

Workshop layout for efficient hauling

Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient. For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.

Farm-centric

Template:L feed a wide array of workshops. Farms directly feed the Template:L, Template:L, Template:L (or Template:L) and Template:L. The mill and farmer's workshop feed the Template:L and Template:L which feed the Template:L. Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.

As such, it's a good idea to design all these workshops and their stockpiles around each other. Farms can only be built in certain places, so that dictates the location and layout.

Workshop/Profession stockpiles

It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.

Stockpile placement

One strategy is to place the feeder stockpile immediately around the workshop. This works OK with a single workshop, but it doesn't expand well.

 SSSSS   S feeder stockpile
 SWWWS   W workshop
 SWWWS
 SWWWS
 SSSSS

A better strategy is to put the workshop's stockpile above or below it. This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary. It works particularly well with multiple similar workshops working off the same stockpile.

          adjacent z-level
 WWW WWW      SSSSSSS
 WWW<WWW      SSS>SSS
 WWW WWW      SSSSSSS

Butcher & Tanning

Because tanners are supplied directly from a butcher it's best to put them right next to each other. Designate a refuse stockpile taking Corpses for the butcher and Fresh Raw Hides for the tanner. Alternatively, it may be wise to ensure that Fresh Raw Hides are not accepted by any stockpiles so that they may be taken directly from the Butcher's shop to be tanned.

Place a Template:L nearby, behind an airlock to keep out the Template:L, to take the chunks and other useless by-products.

Kitchen

A food stockpile accepting meat/fish, raw edible Template:L*, Template:L, Template:L, cookable Template:L plants (everything but the Template:L), Template:L, cookable Template:L (Template:L and all the Template:L). If you cook Template:L, include that. If you want to reserve some edible plants for Template:L, leave them out. Allow the maximum barrels. Remember to turn off prepared food.

(* Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L and Template:L)

Brewing

A food stockpile accepting brewable Template:L*. Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else. Remember to turn off prepared food.

(* Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L)

Also include a barrel stockpile near your Template:L to ensure a steady supply of empty barrels.