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40d:Stockpile design

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Revision as of 22:28, 31 December 2008 by Schwern (talk | contribs) (Outline the farm-centric layout)
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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.