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Editing v0.31:Stonegears/Workshops

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==Building a workshop==
 
==Building a workshop==
From the main menu, enter the building menu, then the workshop sub-menu ({{K|b}}-{{K|w}}).  This will give you a list of workshops to choose from.  You can scroll through the list with {{K|-}} and {{K|+}} then use {{K|Enter}} to select the highlighted workshop, or just press the key associated with the workshop.  In this case, use {{K|c}} to choose the [[Carpenter|Carpenter's]] workshop.  This will show a 3x3 square of X's, which you can maneuver with the arrow keys to set where to place the workshop.  It will probably be a mixture of {{DFtext|X|red}}, {{DFtext|X|magenta}} and {{DFtext|X|purple}}, with the screen showing {{DFtext|Hidden|red}} and {{DFtext|Blocked|red}}.  Maneuver the square so it's inside of one of the 3x3 rooms off the hallway, and the X's are all green:
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From the main menu, enter the building menu, then the workshop sub-menu ({{K|b}}-{{K|w}}).  This will give you a list of workshops to choose from.  You can scroll through the list with {{K|-}} and {{K|+}} then use {{K|Enter}} to select the highlighted workshop, or just press the key associated with the workshop.  In this case, use {{K|c}} to choose the {{L|Carpenter|Carpenter's}} workshop.  This will show a 3x3 square of X's, which you can maneuver with the arrow keys to set where to place the workshop.  It will probably be a mixture of {{DFtext|X|red}}, {{DFtext|X|magenta}} and {{DFtext|X|purple}}, with the screen showing {{DFtext|Hidden|red}} and {{DFtext|Blocked|red}}.  Maneuver the square so it's inside of one of the 3x3 rooms off the hallway, and the X's are all green:
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
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==Adding a job directly to the workshop==
 
==Adding a job directly to the workshop==
Use {{K|q}} to interact with the workshop.  This will show a menu headed by {{DFtext|Carpenter's Workshop|olive}}, and near the bottom a {{DFtext|Profile requires manager|red}} which you can ignore for now.  Use {{K|a}} to bring up the {{DFtext|Add new task|white}} menu.  This will provide a list of tasks you can add, some of which can only be selected by scrolling with {{K|-}} and {{K|+}} and then pressing {{K|Enter}}, and others which can also be added via pressing the proper key.  Use {{K|b}} to add a {{DFtext|Construct bed|white}} task.  You'll be returned to the previous menu, but there'll be a {{DFtext|Construct Bed|cyan}} there.  Now do {{K|a}}-{{K|j}} to add a {{DFtext|Make wooden Cage|white}} task.
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Use {{K|q}} to interact with the workshop.  This will show a menu headed by {{DFtext|Carpenter's Workshop|DarkGoldenRod}}, and near the bottom a {{DFtext|Profile requires manager|red}} which you can ignore for now.  Use {{K|a}} to bring up the {{DFtext|Add new task|white}} menu.  This will provide a list of tasks you can add, some of which can only be selected by scrolling with {{K|-}} and {{K|+}} and then pressing {{K|Enter}}, and others which can also be added via pressing the proper key.  Use {{K|b}} to add a {{DFtext|Construct bed|white}} task.  You'll be returned to the previous menu, but there'll be a {{DFtext|Construct Bed|cyan}} there.  Now do {{K|a}}-{{K|j}} to add a {{DFtext|Make wooden Cage}} task.
  
Exit with {{K|Esc}}, unpause the game, and wait for the carpenter to make the [[bed]] and [[cage]].
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Exit with {{K|Esc}}, unpause the game, and wait for the carpenter to make the {{L|bed}} and {{L|cage}}.
  
 
==Looking inside the workshop==
 
==Looking inside the workshop==
Now look inside the workshop using {{K|t}}, which brings up the "View items in buildings" mode.  Underneath {{DFtext|Carpenter's Workshop|olive}} will be three lines.  The first will be the log which you used to build the workshop; the fact that it's the material which the workshop is made from is indicated by the {{DFtext|[B]|white}} off to the right.  The second and third lines are the bed and cage that just got made.  The bed or cage might be bracketed by {{DFtext|-}}, {{DFtext|+}}, {{DFtext|*}}, or {{DFtext|≡}}, which indicate that the bed is of higher [[quality]] than usual.  For [[furniture]] like beds this merely means that the [[item value]] is higher than normal.
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Now look inside the workshop using {{K|t}}, which brings up the "View items in buildings" mode.  Underneath {{DFtext|Carpenter's Workshop|olive}} will be three lines.  The first will be the log which you used to build the workshop; the fact that it's the material which the workshop is made from is indicated by the {{DFtext|[B]|white}} off to the right.  The second and third lines are the bed and cage that just got made.  The bed or cage might be bracketed by {{DFtext|-}}, {{DFtext|+}}, {{DFtext|*}}, or {{DFtext|≡}}, which indicate that the bed is of higher {{L|quality}} than usual.  For {{L|furniture}} like beds this merely means that the {{L|item value}} is higher than normal.
  
Items created in a workshop will be left there until either they're used for something or they're put into a [[../Stockpiles|stockpile]]‡.  If you leave too many items in a workshop it will cause [[clutter]], which will slow down jobs in the workshop.  But having a few beds in the workshop won't cause any clutter, so there's no need to set up a furniture stockpile yet.
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Items created in a workshop will be left there until either they're used for something or they're put into a [[../Stockpiles|stockpile]]‡.  If you leave too many items in a workshop it will cause {{L|clutter}}, which will slow down jobs in the workshop.  But having a few beds in the workshop won't cause any clutter, so there's no need to set up a furniture stockpile yet.
  
 
==Adding jobs with the manager==
 
==Adding jobs with the manager==
Another way of adding jobs to a workshop is with the [[manager]]. "Manager" is both the name of an in-game utility, and the name of a dwarven [[noble|administrator]] which allows the utility to be used.  The administrator doesn't actually ''do'' anything until your fortress population is at least 20, but the administrator's mere existence is still needed to make the utility work. To appoint the manager administrator, use {{K|n}} to access the [[../Nobles|nobles and administrators]]‡ screen.  Use {{K|↑}} and {{K|↓}} to scroll to "manager", then {{K|Enter}}. Then use {{K|↑}} and {{K|↓}} to select a dwarf and press {{K|Enter}}.  It doesn't matter ''which'' dwarf you select, since until reaching a population of 20 the manager is just a figurehead necessary to satisfy the game; replacing the manager later with someone more appropriate won't cause any problems.  You'll be back at the nobles and administrators screen, but the rightmost column will shows a {{DFtext|[REQUIRE]|red}}. The manager requires an [[office]], but the office isn't actually needed until your population hits 20 dwarves.  Use {{K|Esc}} to return to the main menu.
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Another way of adding jobs to a workshop is with the {{L|manager}}. "Manager" is both the name of an in-game utility, and the name of a dwarven {{L|noble|administrator}} which allows the utility to be used.  The administrator doesn't actually ''do'' anything until your fortress population is at least 20, but the administrator's mere existence is still needed to make the utility work. To appoint the manager administrator, use {{K|n}} to access the [[../Nobles|nobles and administrators]]‡ screen.  Use {{K|↑}} and {{K|↓}} to scroll to "manager", then {{K|Enter}}. Then use {{K|↑}} and {{K|↓}} to select a dwarf and press {{K|Enter}}.  It doesn't matter ''which'' dwarf you select, since until reaching a population of 20 the manager is just a figurehead necessary to satisfy the game; replacing the manager later with someone more appropriate won't cause any problems.  You'll be back at the nobles and administrators screen, but the rightmost column will shows a {{DFtext|[REQUIRE]|red}}. The manager requires an {{L|office}}, but the office isn't actually needed until your population hits 20 dwarves.  Use {{K|Esc}} to return to the main menu.
  
 
Now that you have the administrator, you can use the utility.  {{K|u}}-{{K|m}} or {{K|j}}-{{K|m}} will get you to the manager utility screen.  To add a new order use {{K|q}}.  This will show a huge list of all the jobs that might be added, which could be navigated with {{K|↑}} and {{K|↓}}.  To narrow it down you can type in a filter, a space separated list of words which will be searched for; a job will match if it contains the exact typed word, or if the typed word is contained in another word.  For example, typing "WOOD BIN" will match both "Construct <u>wood</u>en Ca<u>bin</u>et" and "Construct <u>wood</u>en <u>Bin</u>".
 
Now that you have the administrator, you can use the utility.  {{K|u}}-{{K|m}} or {{K|j}}-{{K|m}} will get you to the manager utility screen.  To add a new order use {{K|q}}.  This will show a huge list of all the jobs that might be added, which could be navigated with {{K|↑}} and {{K|↓}}.  To narrow it down you can type in a filter, a space separated list of words which will be searched for; a job will match if it contains the exact typed word, or if the typed word is contained in another word.  For example, typing "WOOD BIN" will match both "Construct <u>wood</u>en Ca<u>bin</u>et" and "Construct <u>wood</u>en <u>Bin</u>".
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We want to make some more beds, so just enter "BED", which will match just one entry, {{DFtext|Construct Bed|cyan}}.  Press {{K|Enter}} to select it.  It then ask you how many you want with {{DFtext|Quantity:|cyan}}.  Enter {{K|6}} and {{K|Enter}} to complete. Now we'll be back at the previous menu, it shows a "Construct Bed" work order.  On the right hand of the screen is the {{DFtext|Left|cyan}} column, which shows the number of "Construct Bed" jobs that remain to be done.
 
We want to make some more beds, so just enter "BED", which will match just one entry, {{DFtext|Construct Bed|cyan}}.  Press {{K|Enter}} to select it.  It then ask you how many you want with {{DFtext|Quantity:|cyan}}.  Enter {{K|6}} and {{K|Enter}} to complete. Now we'll be back at the previous menu, it shows a "Construct Bed" work order.  On the right hand of the screen is the {{DFtext|Left|cyan}} column, which shows the number of "Construct Bed" jobs that remain to be done.
  
Use {{K|Esc}} twice to get back to the main menu and unpause the game.  It will take a little in-game time for the manager jobs to make it to the workshop, at which point the carpenter will start making more beds.  After a few more beds are made, got back to the manger with {{K|u}}-{{K|m}} or {{K|j}}-{{K|m}}.  Under the {{DFtext|Left|cyan}} column you'll see {{DFtext|4/6|cyan}} or {{DFtext|3/6|cyan}}, showing that the original work order was for 6 beds and that there's less than 6 left.  When all six beds have been made you'll get the [[announcement]] {{DFtext|Construct Bed (6) has been completed|cyan}}.
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Use {{K|Esc}} twice to get back to the main menu and unpause the game.  It will take a little in-game time for the manager jobs to make it to the workshop, at which point the carpenter will start making more beds.  After a few more beds are made, got back to the manger with {{K|u}}-{{K|m}} or {{K|j}}-{{K|m}}.  Under the {{DFtext|Left|cyan}} column you'll see {{DFtext|4/6|cyan}} or {{DFtext|3/6|cyan}}, showing that the original work order was for 6 beds and that there's less than 6 left.  When all six beds have been made you'll get the {{L|announcement}} {{DFtext|Construct Bed (6) has been completed|cyan}}.
  
 
===Manager advantages===
 
===Manager advantages===
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==Setting the workshop's profile==
 
==Setting the workshop's profile==
Use {{K|q}} to interact with the workshop, then {{K|P}} to set the workshop's profile.  This lets you control who can or can't use the workshop.  In the seasons to come [[migrant]]s will show up, some of whom might be carpenters, but not as [[experience|skilled]] as the one we have now.  We don't won't those less skilled carpenters to use the workshop, since they'll work slower and produce lesser [[quality]] products. On the other hand, the migrants might be ''more'' skilled than our current carpenter, and we want to let them use the workshop.  Press {{K|*}} five times to set the minimum carpentry skill for this workshop to "Proficient"; this will take care of the problem.
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Use {{K|q}} to interact with the workshop, then {{K|P}} to set the workshop's profile.  This lets you control who can or can't use the workshop.  In the seasons to come {{L|migrant}}s will show up, some of whom might be carpenters, but not as {{L|experience|skilled}} as the one we have now.  We don't won't those less skilled carpenters to use the workshop, since they'll work slower and produce lesser {{L|quality}} products. On the other hand, the migrants might be ''more'' skilled than our current carpenter, and we want to let them use the workshop.  Press {{K|*}} five times to set the minimum carpentry skill for this workshop to "Proficient"; this will take care of the problem.
  
 
==Next tutorial article==
 
==Next tutorial article==
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When making a workshop you get to select exactly which type of material to use, but when giving a job to a workshop you often don't get to choose the material.  For instance, when adding a "Construct Bed" job you don't get to choose between a bed made from pine or a bed made from cedar.  In  these cases when a dwarf accepts the job s/he chooses whichever appropriate material is closest to him/her at the moment the job is accepted. If a dwarf is going to do many consecutive jobs at a single workshop you can influence what materials are chosen by putting a [[../Stockpiles|stockpile]]‡ of the type of material you want used next to the workshop, since when one job is finished the next job will be accepted while the dwarf is still inside the workshop.  However, if the dwarf is only given a single job then s/he won't necessarily be close to the stockpile when s/he accepts the job.  This also applies to the very first job out of a group of jobs, and also if a dwarf takes a break from a group of jobs to eat/sleep/etc.  If you want to make absolutely sure that only the material you want is used, there are several things you can do:
 
When making a workshop you get to select exactly which type of material to use, but when giving a job to a workshop you often don't get to choose the material.  For instance, when adding a "Construct Bed" job you don't get to choose between a bed made from pine or a bed made from cedar.  In  these cases when a dwarf accepts the job s/he chooses whichever appropriate material is closest to him/her at the moment the job is accepted. If a dwarf is going to do many consecutive jobs at a single workshop you can influence what materials are chosen by putting a [[../Stockpiles|stockpile]]‡ of the type of material you want used next to the workshop, since when one job is finished the next job will be accepted while the dwarf is still inside the workshop.  However, if the dwarf is only given a single job then s/he won't necessarily be close to the stockpile when s/he accepts the job.  This also applies to the very first job out of a group of jobs, and also if a dwarf takes a break from a group of jobs to eat/sleep/etc.  If you want to make absolutely sure that only the material you want is used, there are several things you can do:
  
# Put the workshop, a stockpile of what you want to use and a [[lever]] behind a [[door]].  Change the lever's profile so that only the craftsdwarf you want can pull it, add an order to pull it, lock the door when the dwarf goes to pull it, then add the workshop job.  The locked door will prevent the dwarf from choosing any material other than that in the stockpile behind the door.
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# Put the workshop, a stockpile of what you want to use and a {{L|lever}} behind a {{L|door}}.  Change the lever's profile so that only the craftsdwarf you want can pull it, add an order to pull it, lock the door when the dwarf goes to pull it, then add the workshop job.  The locked door will prevent the dwarf from choosing any material other than that in the stockpile behind the door.
 
#* If there's a lot of consecutive jobs you want the dwarf to do you should put a private food/booze stockpile, dining room and bedroom behind the door, so the dwarf can eat/drink/sleep without having to unlock the door.
 
#* If there's a lot of consecutive jobs you want the dwarf to do you should put a private food/booze stockpile, dining room and bedroom behind the door, so the dwarf can eat/drink/sleep without having to unlock the door.
#* If you put a hole in the ceiling of the area behind the door, you can use a [[activity zone#Garbage Dump|garbage dump activity zone]] to drop materials, food and booze into the work area without having to open the door.  Put a similar hole in the floor and the craftsdwarf can similarly dump the finished good into the hole without having to ever leave the work area.
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#* If you put a hole in the ceiling of the area behind the door, you can use a {{L|activity zone#Garbage Dump|garbage dump activity zone}} to drop materials, food and booze into the work area without having to open the door.  Put a similar hole in the floor and the craftsdwarf can similarly dump the finished good into the hole without having to ever leave the work area.
# Use the [[../Status screen#Stocks|stocks screen]]‡ to mass [[forbid]] all raw materials except for the type you want to be used.  This is only useful if you want to do one or two quick jobs.
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# Use the [[../Status screen#Stocks|stocks screen]]‡ to mass {{L|forbid}} all raw materials except for the type you want to be used.  This is only useful if you want to do one or two quick jobs.
# Assign the craftsdwarf to a [[burrow]] which contains only the type of material you want to use.
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# Assign the craftsdwarf to a {{L|burrow}} which contains only the type of material you want to use.
  
Not that in the context of material choice, "closet" ignores walls and intervening floors and ceilings.  If a carpenter accepts a carpentry task when one log is four tiles away across open floor and a second log is two tiles away behind a wall, the carpenter will always choose the log behind the wall, even if moving around the wall requires the dwarf to walk 90 tiles. Similarly if a carpenter accepts a job while in the middle of a workshop and there's a log one [[z-level]] immediately above the center of the workshop s/he will choose that one instead of the log two tiles away on the same z-level.
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Not that in the context of material choice, "closet" ignores walls and intervening floors and ceilings.  If a carpenter accepts a carpentry task when one log is four tiles away across open floor and a second log is two tiles away behind a wall, the carpenter will always choose the log behind the wall, even if moving around the wall requires the dwarf to walk 90 tiles. Similarly if a carpenter accepts a job while in the middle of a workshop and there's a log one {{L|z-level}} immediately above the center of the workshop s/he will choose that one instead of the log two tiles away on the same z-level.

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