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{{migrated article}}
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{{Quality|Superior|00:24, 18 May 2015 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}An established fortress with a reasonable amount of [[mining]] may create excess [[stone]]s and [[ore]]s—roughly one fourth of all excavated rock tiles will produce a stone. These stones may have a detrimental effect on the functionality and aesthetics of a fortress, so '''stone management''' techniques are often used.
 
{{av}}An established fortress with a reasonable amount of [[mining]] may create excess [[stone]]s and [[ore]]s—roughly one fourth of all excavated rock tiles will produce a stone. These stones may have a detrimental effect on the functionality and aesthetics of a fortress, so '''stone management''' techniques are often used.
  
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== Problems ==
 
== Problems ==
[[File:rockmess.png|thumb|190px|right|"It's not my turn to clean that up."]]Loose stones can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be moved outside of the building tiles by the constructing dwarf. However, stones that are forbidden, already associated with another task, or placed upon the construction site after the designation will cause the construction to be suspended. Loose stones located in a designated [[stockpile]] can prevent the use of the occupied tile until the stone is removed, effectively shrinking your stockpile.
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Loose stones can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be moved outside of the building tiles by the constructing dwarf. However, stones that are forbidden, already associated with another task, or placed upon the construction site after the designation will cause the construction to be suspended. Loose stones located in a designated [[stockpile]] can prevent the use of the occupied tile until the stone is removed, effectively shrinking your stockpile.
  
 
Loose stones can also "hide" other content on a tile (since the game displays only a single item per tile). This can make finding specific items more difficult, and occasionally result in overlooked rotten items producing miasma that disgusts dwarves. Additionally, some players find these stones unsightly, ruining the aesthetic appeal of their fortresses.
 
Loose stones can also "hide" other content on a tile (since the game displays only a single item per tile). This can make finding specific items more difficult, and occasionally result in overlooked rotten items producing miasma that disgusts dwarves. Additionally, some players find these stones unsightly, ruining the aesthetic appeal of their fortresses.
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This method is easy and useful. However, some view it as an [[exploit]], and it may not be allowed in future versions.
 
This method is easy and useful. However, some view it as an [[exploit]], and it may not be allowed in future versions.
  
# Make a [[zone]] of 1×1 or 1×2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump.
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# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump.
# Press {{k|i|p|sep=→}} and select some stones, and the stones will be marked for dumping.
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# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping. Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!
 
# A dwarf with refuse-hauling enabled will take the stone to the garbage dump.
 
# A dwarf with refuse-hauling enabled will take the stone to the garbage dump.
# Every dumped stone will be marked as "[[forbid]]den." Use the [[stocks]] menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' {{k|i|F|sep=→}}.  
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# Every dumped stone will be marked as "[[forbid]]den." Use the [[stocks]] menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''
 
* '''Advantages''':
 
* '''Advantages''':
 
** No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. Conceivably, every single stone and ore in the fortress can fit on 1 tile.
 
** No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. Conceivably, every single stone and ore in the fortress can fit on 1 tile.
** You can use keybinds to hide all the stone in a dump quickly.
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** You can use {{k|d}},{{k|b}},{{k|h}} to hide all the stone in a dump quickly.
 
** Dumping stone, instead of just hiding, doesn't interfere with stockpiles (unless the dump is on a stockpile).
 
** Dumping stone, instead of just hiding, doesn't interfere with stockpiles (unless the dump is on a stockpile).
 
** Placing your quantum stockpile near your mason or craftsdwarf workshop provides a convenient source of raw materials and greatly speeds up production.
 
** Placing your quantum stockpile near your mason or craftsdwarf workshop provides a convenient source of raw materials and greatly speeds up production.
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** Considered by some to be an exploit.
 
** Considered by some to be an exploit.
 
** Anything else you dump will end up on those piles too.
 
** Anything else you dump will end up on those piles too.
** Dwarves will [[traffic|crawl over one another]] to get to a 1×1 dump.
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** Dwarves will [[traffic|crawl over one another]] to get to a 1x1 dump.
 
** Requires user oversight when using several temporary dumps.
 
** Requires user oversight when using several temporary dumps.
 
** It can take a long time to clear all the stone from an area, so you may want to be strategic about which stones you dump and hide the rest.
 
** It can take a long time to clear all the stone from an area, so you may want to be strategic about which stones you dump and hide the rest.
 
** Having multiple garbage dumps will cause the haulers to occasionally choose far away dump zones, spreading the stones out and making removal take longer.
 
** Having multiple garbage dumps will cause the haulers to occasionally choose far away dump zones, spreading the stones out and making removal take longer.
** You have to claim stones for them to be used after they are dumped.
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** You have to claim stones for them to be used after they are dumped. {{k|d}},{{k|b}},{{k|c}} will allow you to claim an entire pile of stones quickly.
 
** Dumping lots of stones from several different areas can cause Dwarves to run long distances since the AI doesn't look for the closest stone. So it's best to dump stone from a single area at a time.
 
** Dumping lots of stones from several different areas can cause Dwarves to run long distances since the AI doesn't look for the closest stone. So it's best to dump stone from a single area at a time.
  
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=== Hiding ===
 
=== Hiding ===
Extra stone lying around in out-of-the-way areas causes little problems beyond being unsightly. Hide stones by using {{k|i|h|sep=→}}.
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Extra stone lying around in out-of-the-way areas causes little problems beyond being unsightly. You can hide stones individually using {{k|k}}-{{k|h}}.  You might need to scroll in the Loo{{k|k}} menu to choose the stone you wish to hide.  You can hide many stones at a time by using the designate menu: choose {{k|d}}-{{k|b}}-{{k|h}} and then select the stone you wish to hide by mouse or rectangle.
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Note that hidden items still interfere with buildings and stockpiles. Worse, buildings may be suspended for no apparent reason and stockpiles will appear to have blank tiles (since the stone is hidden), but those tiles are actually unusable. This can be troublesome when your food stockpile appears to have room but your kitchen and farms clog up with food that will rot. Or furniture cluttering up the carpentry/masonry shop due to hidden stone blocking the furniture stockpile. For this reason, it is best to use a different method to handle stones in your fortress proper.
 
Note that hidden items still interfere with buildings and stockpiles. Worse, buildings may be suspended for no apparent reason and stockpiles will appear to have blank tiles (since the stone is hidden), but those tiles are actually unusable. This can be troublesome when your food stockpile appears to have room but your kitchen and farms clog up with food that will rot. Or furniture cluttering up the carpentry/masonry shop due to hidden stone blocking the furniture stockpile. For this reason, it is best to use a different method to handle stones in your fortress proper.
 
* '''Advantages''':
 
* '''Advantages''':
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==== Fancy Floors ====
 
==== Fancy Floors ====
You can use excess stones to construct a floor ({{k|b|n|f|sep=→}}) on any standard floor tile. Similarly, you can construct a paved [[road]] or a [[bridge]], with the added benefits of training your architect and providing the possibility for your dwarves to experience happy [[thought]]s when walking across the tile.
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You can use excess stones to construct a floor ({{k|b}}-{{k|C}}-{{k|f}}) on any standard floor tile. Similarly, you can construct a paved [[road]] or a [[bridge]], with the added benefits of training your architect and providing the possibility for your dwarves to experience happy [[thought]]s when walking across the tile.
 
* '''Advantages''':
 
* '''Advantages''':
 
** You are guaranteed to have plenty of space for flooring.
 
** You are guaranteed to have plenty of space for flooring.
** You can get the stone back, if you need it later, by designating the floor for removal or deconstructing the road/bridge.
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** You can get the stone back, if you need it later, by designating the floor for removal ({{k|d}}-{{k|n}}) or deconstructing the road/bridge.
 
** Building roads and bridges trains your architect, resulting in higher-value constructions for your fortress.
 
** Building roads and bridges trains your architect, resulting in higher-value constructions for your fortress.
 
** Roads and bridges can generate happy thoughts when your dwarves walk across them--something even an engraved floor is currently unable to do.
 
** Roads and bridges can generate happy thoughts when your dwarves walk across them--something even an engraved floor is currently unable to do.
 
** Bridges built over engraved floors do not destroy the engraving, maximizing room value and happiness.
 
** Bridges built over engraved floors do not destroy the engraving, maximizing room value and happiness.
** constructed floors can be engraved (as of version .50) leading to a higher value room than just engraving a smoothed stone floor.
 
 
* '''Disadvantages''':
 
* '''Disadvantages''':
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** Paved floors cannot be engraved.
 
** Requires extensive dwarven effort (masons and/or architects) and can distract your lengendary dwarves from more important tasks.  
 
** Requires extensive dwarven effort (masons and/or architects) and can distract your lengendary dwarves from more important tasks.  
 
** Roads and bridges block further construction in the tile until the road/bridge is removed.
 
** Roads and bridges block further construction in the tile until the road/bridge is removed.
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====Furniture====
 
====Furniture====
Use your [[stone carver]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This trains your stone carver's skill, and the resultant high-quality furniture has the best chance of causing happy [[thought]]s. Low-quality furniture can be traded to caravans, used to distract/delay [[building destroyer]]s, or disposed of (using an [[Dwarven atom smasher|atom smasher]], [[magma]], or a simple [[dump]] zone).
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Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This trains your mason's skill, and the resultant high-quality furniture has the best chance of causing happy [[thought]]s. Low-quality furniture can be traded to caravans, used to distract/delay [[building destroyer]]s, or disposed of (using an [[Dwarven atom smasher|atom smasher]], [[magma]], or a simple [[dump]] zone).
 
* '''Advantages''':
 
* '''Advantages''':
 
** More high-quality furniture leads to happier dwarves.
 
** More high-quality furniture leads to happier dwarves.
 
** Increases "displayed" wealth when furniture is installed (and "created wealth" upon construction).
 
** Increases "displayed" wealth when furniture is installed (and "created wealth" upon construction).
** Trains stone carver skill.
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** Trains mason skill.
 
* '''Disadvantages''':
 
* '''Disadvantages''':
 
** Furniture storage requires as much room as stone storage, though it is hauled faster.
 
** Furniture storage requires as much room as stone storage, though it is hauled faster.
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* '''Disadvantages''':
 
* '''Disadvantages''':
 
** High stonecrafting skill is not extremely useful.
 
** High stonecrafting skill is not extremely useful.
** Easily produces more crafts than necessary to purchase an entire caravan. (Unless you find that a good thing)
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** Easily produces more crafts than necessary to purchase an entire caravan.
 
 
====Encrusting====
 
[[Gem cutter]]s can turn stone into [[cabochon]]s, which can then be [[encrust]]ed into furniture or crafts by a [[gem setter]].  This synergizes well with the two above options, unless most of your boulders are of the same material.
 
* '''Advantages''':
 
** Decorations aren't considered separate items and so don't contribute to weight, clutter, or lag.
 
** Expensive furniture makes dwarves happy.
 
** Trains gem cutters and gem setters without wasting valuable gems.
 
* '''Disadvantages''':
 
** Requires a supply of items to encrust.
 
** Items cannot be normally decorated with their base material, nor with the same material twice, which becomes a problem if you have a lot of identical stone.
 
  
 
====Constructions====
 
====Constructions====
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** Catapults are generally ineffective against even lightly-armored foes.
 
** Catapults are generally ineffective against even lightly-armored foes.
 
** Dropping large amounts of stone on invaders requires significant micromanagement.
 
** Dropping large amounts of stone on invaders requires significant micromanagement.
[[ru:Stone management]]
 

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