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Editing 40d Talk:Workshop
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The rest of this post will be a first draft for the section. Please keep comments and discussion in indented (use : at the beginning of your post) lines just below this comment, and out of the drafted article. --[[User:ThunderClaw|ThunderClaw]] 10:28, 10 October 2008 (EDT) | The rest of this post will be a first draft for the section. Please keep comments and discussion in indented (use : at the beginning of your post) lines just below this comment, and out of the drafted article. --[[User:ThunderClaw|ThunderClaw]] 10:28, 10 October 2008 (EDT) | ||
:In regards to kitchens/butcher shops, whenever possible, I use the "miasma won't go through diagonals" trick instead of doors. Otherwise, you wind up with doors that get stuck open due to pets, items, etc. It gets even worse if your item hauling falls behind and you have to deconstruct a workshop to get its contents to be stockpiled (important if you have spoilable items) and hauled off (Dump and/or funneling stockpiles), resulting in the 4x4 explosion of stacked items. Depending on your point of view, exploting the diagonals may constitute a cheat and it does create a (fairly minimal) space impact adding that off-true wall. Nevertheless, I'm glad to see this article. Getting my workshops running efficiently is one of my biggest bugaboos so far. -[[User:Fuzzy|Fuzzy]] 13:08, 10 October 2008 (EDT) | :In regards to kitchens/butcher shops, whenever possible, I use the "miasma won't go through diagonals" trick instead of doors. Otherwise, you wind up with doors that get stuck open due to pets, items, etc. It gets even worse if your item hauling falls behind and you have to deconstruct a workshop to get its contents to be stockpiled (important if you have spoilable items) and hauled off (Dump and/or funneling stockpiles), resulting in the 4x4 explosion of stacked items. Depending on your point of view, exploting the diagonals may constitute a cheat and it does create a (fairly minimal) space impact adding that off-true wall. Nevertheless, I'm glad to see this article. Getting my workshops running efficiently is one of my biggest bugaboos so far. -[[User:Fuzzy|Fuzzy]] 13:08, 10 October 2008 (EDT) | ||
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− | == | + | ===Workshop Design=== |
+ | Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[Bedroom Design|bedrooms]]. Workshop designs have a couple key considerations: | ||
+ | * Workshops should be as close as possible to the raw materials needed to do their job (usually via stockpiles). | ||
+ | * There should be room to put in duplicate workshops, to accomodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). | ||
+ | * Workshops should be lockable by forbidding doors. This is important for making sure specific bits of furniture get encrusted with gems (you don't want rubies on a mudstone table while you have a platinum statue around), specific items are made with specific materials (bauxite mechanisms for example), or even just locking a dwarf in a Fell [[strange mood]] away so he won't hurt a useful worker. | ||
+ | * The design should be expandable. There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on. Never assume you'll never need another workshop. You'll always find SOMETHING. | ||
+ | * The design should have good traffic throughput. Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind. | ||
+ | <br> | ||
+ | A couple things that may seem like big deals, but really aren't: | ||
+ | * Being close to where the finished good will go. You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods. Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it. | ||
+ | * Setting up resource stockpiles somewhat near where the resource is produced. Again, the peasants will handle this. | ||
− | + | ====Decentralized Workshop Complex==== | |
+ | Designed for use with the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters. It therefore requires some micro-management to get going. However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again. | ||
− | + | [[Image:Workshops.GIF]] | |
− | + | Total workshop loadout for 1 floor: | |
+ | * Sixteen (16) 3x3 workshops | ||
+ | * Four (4) 4x3 workshops | ||
+ | * Two (2) 5x5 workshops | ||
− | + | Maximum walk to stockpile on same wing: 18. | |
− | + | The light gray crosses are optional doors. They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors. Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles. | |
− | They | + | 4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example). They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material. Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them. |
− | + | The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s. They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example). | |
− | + | The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them. They share stockpile space better this way. When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue. There tends to be a lot of dwarves in the halls, though, because peasant haulers visit the workshops frequently, hence the 3-wide corridors. | |
− | + | Finally, this design offers lots and lots of wall space for smoothing and engraving. Free wealth is good. | |
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