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Editing v0.31:Stockpile design

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{{quality|Exceptional|15:50 27 December 2011 (UTC)}}{{av}}
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== Workshop layout for efficient hauling ==
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{{Quality|Tattered}}
 
 
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.
 
 
 
=== Farm-centric ===
 
 
 
[[Farm|Farms]] feed a wide array of workshops.  Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.
 
 
 
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.
 
 
 
== Workshop/Profession stockpiles ==
 
 
 
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.
 
 
 
=== Stockpile placement ===
 
 
 
One strategy is to place the feeder stockpile immediately around the workshop.  This works OK with a single workshop, but it doesn't expand well.
 
 
 
  SSSSS  S feeder stockpile
 
  SWWWS  W workshop
 
  SWWWS
 
  SWWWS
 
  SSSSS
 
 
 
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.
 
 
 
          adjacent z-level
 
  WWW WWW      SSSSSSS
 
  WWW<WWW      SSS>SSS
 
  WWW WWW      SSSSSSS
 
 
 
=== Butcher & Tanning ===
 
 
 
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking Corpses for the butcher and Fresh Raw Hides for the tanner. Alternatively, it may be wise to ensure that Fresh Raw Hides are not accepted by ''any'' stockpiles so that they may be taken directly from the Butcher's shop to be tanned.
 
 
 
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.
 
 
 
=== Kitchen ===
 
 
 
A food stockpile accepting meat/fish, raw edible [[crop|plants]]*, [[cheese]], [[Quarry bush|leaves]], cookable [[mill|milled]] plants (everything but the [[dye|dyes]]), [[fat]], cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[brew|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.
 
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])''
 
 
 
=== Brewing ===
 
 
 
A food stockpile accepting brewable [[plant|plants]]*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.
 
:''(* [[plump helmet]], [[pig tail]], [[cave wheat]], [[sweet pod]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[longland grass]], [[rat weed]], [[fisher berry]], [[rope reed]], [[sliver barb]], [[sun berry]], [[whip vine]])''
 
 
 
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.
 
 
 
{{Category|Design}}
 
{{Category|Guides}}
 
{{Category|Stockpiles}}
 

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