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Editing Stockpile design

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Most workshops take some items as ''input'' and produce other items as ''output''. Consider an entire chain of workshops and products from raw materials to finished products. The closer each workshop's inputs are, the faster your dwarves can process them. When the outputs are in turn used as inputs in another workshop, it makes sense to keep those two workshops close together, to minimize the amount of distance each intermediate product has to move. In many cases, you may not even ''need'' a stockpile for the intermediate products; just let them sit in the first workshop until the second workshop is ready for them. (This depends on the workshop and the products.)
 
Most workshops take some items as ''input'' and produce other items as ''output''. Consider an entire chain of workshops and products from raw materials to finished products. The closer each workshop's inputs are, the faster your dwarves can process them. When the outputs are in turn used as inputs in another workshop, it makes sense to keep those two workshops close together, to minimize the amount of distance each intermediate product has to move. In many cases, you may not even ''need'' a stockpile for the intermediate products; just let them sit in the first workshop until the second workshop is ready for them. (This depends on the workshop and the products.)
  
It's also worth mentioning that heavily congested corridors are extremely inefficient. Your most heavily traveled tunnels should be at ''least'' two tiles wide, and three tiles is better. When dwarves have to squeeze past each other, one of them has to stop moving to let the other go by. Worse, dwarves who are ''about'' to collide will run a path-finding algorithm (which takes computer time), and if an alternative route is available, they'll go out of their way - possibly a ''long'' way out of their way - rather than simply stop and let the other dwarf squeeze by. Try to avoid this.
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It's also worth mentioning that heavily congested corridors are extremely inefficient. Your most heavily traveled tunnels should be at ''least'' two tiles wide, and three tiles is better. When dwarves have to squeeze past each other, one of them has to stop moving to let the other go by. Worse, dwarves who are ''about'' to collide will run a path-finding (which takes computer time); and if an alternative route is available, they'll go out of their way (possibly a ''long'' way out of their way) rather than simply stop and let the other dwarf squeeze by. Try to avoid this.
  
 
=== Stockpile placement ===
 
=== Stockpile placement ===
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=== Brewing ===
 
=== Brewing ===
  
A food stockpile accepting brewable [[plant|plants]].  Some of these have other uses, like pig tail for making thread, so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.
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A food stockpile accepting brewable [[plant|plants]]*.  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.
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:''(* [[plump helmet]], [[pig tail]], [[cave wheat]], [[sweet pod]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[longland grass]], [[rat weed]], [[fisher berry]], [[rope reed]], [[sliver barb]], [[sun berry]], [[whip vine]])'' <!-- Needs 0.40 plant list update! -->
  
 
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.
 
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.

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