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Editing v0.34:Workshop design

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When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.
 
When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.
  
There are a few ways to control what he chooses. A start is to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Now you can go on making only the items available you want him to use (usually the most expensive). You can forbid unwanted items both from the stocks (may require highest precision achieved by your bookkeeper, especially for stones) or ''after'' he has collected them (will retask search for that item), dump items inside the workshop or near the door (the latter won't work if he has a preference). If you use mass-forbid take good care to allow everything after the artifact is finished!
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There are a few ways to control what he chooses. A start is to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Now you can go on making only the items available you want him to use (usually the most expensive). You can forbid unwanted items both from the stocks (may require highest precision achieved by your bookkeeper, especially for stones) or ''after'' he has collected them (will retask search for that item), dump items inside the workshop or near the door(the later won't work if he has a preference). If you use mass-forbid take good care to allow everything after the artifact is finished!
  
 
=== Artifact Construction Complex ===
 
=== Artifact Construction Complex ===
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This design gives workshops easy access to input and output stockpiles.
 
This design gives workshops easy access to input and output stockpiles.
  
<diagram>
 
 
   Level 1:              Level 2 (below, as shown, but could be above as well)
 
   Level 1:              Level 2 (below, as shown, but could be above as well)
 
   
 
   
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  i = input item            ╚══════╩══════╝
 
  i = input item            ╚══════╩══════╝
 
  o = output item
 
  o = output item
</diagram>
 
  
 
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.
 
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.
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This design makes it easier to contain berserk dwarves.
 
This design makes it easier to contain berserk dwarves.
  
(Beware access may be blocked depending on a workshop's pattern of internal [[impassable tile]]s. Different workshops have different internal patterns of passable and impassable floor tiles.  When building a workshop, Dwarf Fortress indicates which tiles are passable/impassable by pattern of light/dark green X's.  The central tile is always passable, so for those using tilesets, similar tiles to the middle tile are passable.)
 
<diagram>
 
 
  ╔═══╦═══┼..
 
  ╔═══╦═══┼..
 
  ║WWW║WWW║..
 
  ║WWW║WWW║..
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  W = workshop
 
  W = workshop
 
  X = up/down staircase
 
  X = up/down staircase
  . = floor
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  ... = hallway
</diagram>
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Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:
 
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:
  
 
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.
 
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.
<diagram>
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  ║WWW║.║```║.║WWW║`
 
  ║WWW║.║```║.║WWW║`
 
  ║WWW║.╠═══╣.║WWW║`
 
  ║WWW║.╠═══╣.║WWW║`
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  ````║.║WWW║.║`````
 
  ````║.║WWW║.║`````
 
  ````║.╠═══╣.║`````
 
  ````║.╠═══╣.║`````
</diagram>
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The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.
 
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.
  
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=== Interconnected 6x6 rooms with stockpiles ===
 
=== Interconnected 6x6 rooms with stockpiles ===
  
<diagram>
 
 
  ╬══┼┼══╬══┼┼══╬
 
  ╬══┼┼══╬══┼┼══╬
 
  ║.****.║.****.║
 
  ║.****.║.****.║
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  ║.****.║.****.║ * = pathway
 
  ║.****.║.****.║ * = pathway
 
  ╬══┼┼══╬══┼┼══╬
 
  ╬══┼┼══╬══┼┼══╬
</diagram>
 
  
 
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.
 
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.
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In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.
 
In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.
  
<diagram>
 
 
       ╔════════════╗
 
       ╔════════════╗
 
       ║SMSSMSSMSSMS║
 
       ║SMSSMSSMSSMS║
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  *B = Bar Stockpile
 
  *B = Bar Stockpile
 
  *O = Ore Stockpile
 
  *O = Ore Stockpile
</diagram>
 
  
 
=== Pillars ===
 
=== Pillars ===
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=== Organics processing complex ===
 
=== Organics processing complex ===
  
[[Image:Organics_processing_complex.png|thumb|right|Big squares are 7x7, smaller squares are 3x3, black squares are workshops and colored rectangles are stockpiles]]
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[[Image:Organics_processing_complex.png|thumb|right|Big squares are 7x7, smaller squares are 3x3]]
  
 
This is a nice, rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.
 
This is a nice, rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.

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