- 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.
40d:Stockpile design
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
Farms feed a wide array of workshops. Farms directly feed the kitchen, still, millstone (or quern) and farmer's workshop. The mill and farmer's workshop feed the loom and dyer which feed the clothier. 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 stockpile. 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
Bone Carver
Create a refuse stockpile with only bone, shell and skulls. Make sure none of your real refuse stockpiles take them.
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 skin for the tanner.
Place a refuse stockpile nearby, behind an airlock to keep out the miasma, to take the chunks and other useless by-products.
Kitchen
A food stockpile accepting Meat/Fish, raw edible Plants (Plump Helmet, Muck Root, Bloated Tuber, Prickle Berry, Wild Strawberry, Rat Weed, Fisher Berry and Sun Berry), Cheese, Leaves, cookable Milled Plants (everything but the dyes), Fat, cookable extracts (Dwarven Syrup and all the milks). If you cook booze, include that. If you want to reserve some edible plants for brewing, leave them out. Allow the maximum barrels. [Verify] Remember to turn off prepared food.
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. [Verify]
Brewing
A food stockpile accepting brewable Plants (Plump Helmet, Pig Tail, Cave Wheat, Sweet Pod, Muck Root, Bloated Tuber, Prickle Berry, Wild Strawberry, Longland Grass, Rat Weed, Fisher Berry, Rope Reed, Silver Barb, Sun Berry, Whip Vine). 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.
Also include a barrel stockpile to ensure a steady supply of empty barrels.
Sparring
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with. This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm. Enable all weapons you intend to train with. Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter). This should leave you with low damage bone, wood and silver weapons. If you don't have any, assign an untrained dwarf to make copper weapons.
Similarly, you can allocate a wood and bone ammo stockpile near your archery target.
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle. To avoid this you need a weapons locker...
Weapons Locker
A weapons stockpile containing only your best weapons and ammo. Enable metals, but remove silver and copper. Bronze, bismuth bronze and even iron might go depending on how good your weapons are. Remove low core qualities. What is "low" and "high" quality is relative to the overall quality of your fortress' weapons. Be sure to turn off Unusable.
Place this stockpile in a room with a door near your barracks. When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons. They'll have no choice but to pick up what's in the weapons locker with them.