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==Assorted Devices==
 
 
I've put together a few fluid logic circuits using doors (because they react about 100 times faster than floodgates and bridges), and NOT using hatches (because I have trouble preventing them from letting overflow through, especially when the water is pressurized). These setups are awkward to initialize, but once you've managed that, they can do some interesting things.
 
 
[[User:Hussell/DoorLogicGates|Door-based fluid logic gates]]
 
 
[[User:Hussell/SetResetLatch|Set/Reset Latch]]
 
 
[[User:Hussell/ClockedSetResetLatch|Clocked Set/Reset Latch]]
 
 
[[User:Hussell/DataLatch|Data Latch]]
 
 
[[User:Hussell/DataFlipFlop|Data Flip-Flop]]
 
 
[[User:Hussell/ClockToggle|Clock Toggle]]
 
 
[[User:Hussell/Repeater|101 step Repeater]]
 
 
[[User:Hussell/ClockRepeater|200 Step and Daily Repeater]]
 
 
[[User:Hussell/Clock|Clock]]
 
 
 
==Starting Build==
 
==Starting Build==
  
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A similar setup, possibly using the same catapults firing in a different direction, can supply the smelters. The only disadvantage seems to be that one can't supply the smelters at the same time the mason and/or mechanic is building things, because everything but the ore has to be temporarily disallowed. There's also one last, big, advantage: the haulers gain experience as siege operators, which can buff them up quite a bit. If you have a small pool of haulers, they may reach legendary as siege operators before the economy kicks in, which can save you a lot of evictions.
 
A similar setup, possibly using the same catapults firing in a different direction, can supply the smelters. The only disadvantage seems to be that one can't supply the smelters at the same time the mason and/or mechanic is building things, because everything but the ore has to be temporarily disallowed. There's also one last, big, advantage: the haulers gain experience as siege operators, which can buff them up quite a bit. If you have a small pool of haulers, they may reach legendary as siege operators before the economy kicks in, which can save you a lot of evictions.
  
It amuses me to watch a continuous stream of stone harmlessly hurtling across my factory floor, while my dwarves obliviously move around on the same Z-level. Think of it! Stone being hauled to the mason's shop ''without haulers''. No repathing as dwarves get in each other's way! ''The stone moves by itself.'' (Seriously though, this is still an unsatisfactory solution, because the catapult loaders fetch the stone that's nearest as the mole burrows, even if getting to the stone three floors directly below involves a detour to the other end of the map. I'll be glad when stone stockpile behavior gets updated.)
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It amuses me to watch a continuous stream of stone harmlessly hurtling across my factory floor, while my dwarves obliviously move around on the same Z-level. Think of it! Stone being hauled to the mason's shop ''without haulers''. No repathing as dwarves get in each other's way! ''The stone moves by itself.''
  
===Bar/Block Stockpiles===
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==Assorted Devices==
  
Everything off by default.
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I've put together a few fluid logic circuits using doors (because they react about 100 times faster than floodgates and bridges), and NOT using hatches (because I have trouble preventing them from letting overflow through, especially when the water is pressurized). These setups are awkward to initialize, but once you've managed that, they can do some interesting things.
  
* Fuel (near the smelters and glass furnaces)
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[[User:Hussell/DoorLogicGates|Door-based fluid logic gates]]
** Bars: coal, pearlash
 
* Potash (next to fields or kilns, depending on what you're doing with it)
 
** Bars: potash
 
* Ashery inputs (often combined with the lye stockpile, a type of food stockpile, if you can believe it)
 
**  Bars: ash
 
* Metal Bars (near the forges)
 
** Bars: Metal: all except Pig Iron
 
* Rock Blocks (near mason's workshops and megaconstruction sites)
 
** Blocks: rock
 
* Glass Blocks (near glass furnaces and megaconstruction sites)
 
** Blocks: green/clear/crystal glass
 
  
A separate stockpile for pearlash might be necessary if your glass furnaces aren't near your smelters. (Mine are nearby, because they both run off magma.) Potash sometimes requires micromanagement if you want to use it for fertilizer and to produce pearlash. You usually only have one bar of Pig Iron at a time, which promptly gets made into steel, so it's better not to have a hauler attempt to place it in a stockpile. Rock block stockpiles are quite difficult to work with, since there is no way at all to discriminate between different types of rock blocks. The best I've been able to do is forbid (or dump) all except one type of block, and work with that until another type of block is needed. This may be one reason so many megaconstructions are made of glass blocks instead of rock blocks.
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[[User:Hussell/SetResetLatch|Set/Reset Latch]]
  
===Gem Stockpiles===
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[[User:Hussell/ClockedSetResetLatch|Clocked Set/Reset Latch]]
  
Rough gems and glass by the jeweler's shop used by your gem cutter, and cut gems and glass by the jeweler's shop used by your gem setter. (Although, with the kind of aggressive exploratory mining I do, I often have a large reserve stockpile of rough gems feeding into the one by the cutter's shop. My current fortress has a backlog of 24 bins of rough gems waiting to be cut, with the small stockpile being tweaked to pull out specific types when I want them.)
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[[User:Hussell/DataLatch|Data Latch]]
  
It makes lots of sense to separate cutting and setting, since they use different skills and have different input requirements. The setter's shop needs to be near stockpiles of decoratable items (either furniture or finished goods) as well as cut gems, so there won't be a lot of space nearby to squeeze in rough gems too. On the other hand, if you use rough glass to train your jewelers, there may be an enormous flow of haulers from the glass furnace to the cutter's shop to the setter's shop, so it's wise to put them reasonably close by. Make your own judgment call on this.
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[[User:Hussell/DataFlipFlop|Data Flip-Flop]]
  
===Finished Goods Stockpiles===
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[[User:Hussell/ClockToggle|Clock Toggle]]
  
* Sewn-image-able (near clothier's workshop):
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[[User:Hussell/Repeater|101 step Repeater]]
** Type: all
 
** Material: leather, silk, plant fibre
 
** Metals: none
 
** Quality: all except artifact
 
* Miscellaneous (near gem setter's workshop):
 
** Type: all except skull totems
 
** Material: all but leather, silk, plant fibre, and green/clear/crystal glass
 
** Metals: none
 
** Quality: all except artifact
 
* Meltable (near smelter):
 
** Type: all
 
** Material: none
 
** Metals: all
 
** Quality: all except artifact
 
* Glass (somewhere well away from the decorating industries):
 
** Type: all
 
** Material: none except green/clear/crystal glass
 
** Metals: none
 
** Quality: all except artifact
 
* Artifacts (in a vault deep in the fortress):
 
** Quality: artifact only
 
** Everything else: all
 
* Skull totems:
 
** Type: skull totems only
 
  
Vast quantities of narrow goblin clothing end up getting images sewn onto them in my fortress, as well as wagon-loads of dwarf clothes. Hence the specialized stockpile. The skull totem and artifact stockpiles are for flavor rather than practicality. The glass stockpile is for the large green glass gems generated in quantity as I train jewelers. If they don't get decorated with bone or shell, you can trade them to the elves. The glass stockpile will also hold glass vials, which can be useful if you wish to trade extracts to the elves. (More on that later.)
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[[User:Hussell/ClockRepeater|200 Step and Daily Repeater]]
 
 
===Leather Stockpiles===
 
 
 
Simple: one big reserve stockpile, and a smaller leatherworker's shop input pile taking specific types of leather from the reserve. I usually request giant cave spider and giant desert scorpion chitin from the caravans, but hold it in reserve until I have a legendary leatherworker. Some leather goes to backpacks, quivers, and waterskins, but the bulk becomes images, at least in my fortresses.
 
 
 
===Cloth Stockpiles===
 
 
 
Separate thread and cloth stockpiles. Simple, right? Problems occur because dyed and undyed cloth and thread can't be separated, but the various types of cloth and thread can be sorted. Among other things, you can use this to make certain your clothier trains on plant fibre and cave spider silk before touching the giant cave spider silk.
 
 
 
===Wood Stockpiles===
 
 
 
Wood stockpiles next to carpenter's workshops, wood furnaces, and siege workshops. Nothing special.
 
 
 
===Weapons, Armor, and Ammo Stockpiles===
 
 
 
I usually have one big stockpile of meltable items near my smelter, which also serves as my armory. It contains all metal ammunition, weapons, armor, non-artifact finished goods, and non-container furniture (including especially anvils). Wood and bone ammo go near the archery range, where the marksdwarves can use it. It's also helpful if the archery range is near the craftsdwarf's workshop which produces bone and wood bolts, and therefore near the bone stockpile. Remaining non-metallic weapons and armor usually end up with the sewn-image finished goods or miscellaneous finished goods, depending on what they're made of. Trap components go to their own special stockpile near where they'll be used.
 
 
 
===Animal Stockpiles===
 
 
 
Main animal stockpile goes next to the animal-trainer's kennel. Empty cages get taken to a stockpile where they'll be decorated and sold off to the caravans. Extract-bearing vermin go to a special stockpile near the butcher's shop.
 
 
 
I run a big trapping operation in my fortress. I have a separate kennel set on "Capture Live Land Animal (R)". Since dwarves will eat unforbidden wild vermin, but leave tame ones alone, I tame all the useless vermin and stuff them in a cage well away from the main meeting areas, since almost all dwarves hate at least one type of vermin. Forbidden wild vermin in an animal trap can be tamed, and won't be eaten in the middle of the job. Taming them also allows them to be sold to caravans. (Wild vermin promptly escape if you attempt to take their cage to a trading depot.)
 
 
 
However, tame vermin can't be used for extracts, so extract-bearing vermin get sorted into special cages near the butcher's shop, and forbidden in the cage. ({{k|t}} to look at the contents of a cage seems to be the easiest way.) When the time comes, an entire cage full of wild vermin can be reclaimed and then converted to extract in one job, minimizing the chance they'll be eaten. (I recommend not allowing your military to carry rations, though, since they seem to take all the vermin in a cage if they decide to use one as a ration.) Each vermin is converted into five units of extract. With my fortress built around a magma vent, I get a lot of fire snakes, which produce 500☼ worth of liquid fire each, which can be sold to the elves in undecorated glass vials. Cave spiders are less valuable, producing 100☼ worth of extract each.
 
 
 
Purring maggots aren't destroyed when they're milked. Milking takes one purring maggot and one bucket, and produces one unit of dwarven milk. Jobs are automatically generated to take the maggot out of its cage and put it back, which is nice, but having to unforbid one purring maggot at a time to be milked, once per season, is very annoying. Probably not worth the trouble until wild vermin handling is improved, unless you really love the idea of making your own dwarven cheese.
 
 
 
Actually, the whole process of vermin trapping requires a lot of micromanagement, since you have to forbid and tame and cage them individually as they get caught. On the whole, a healthy cat population doesn't seem so bad now.
 

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