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Editing v0.34:Glass industry

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{{quality|Exceptional|14:31, 5 April 2013 (UTC)}}{{av}}
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{{quality|Masterwork|04:13, 15 October 2010 (UTC)}}{{av}}
  
The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].
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The '''Glass Industry''' is an extremely versatile source of items. Everything from [[trade good]]s to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be made from glass, making [[Glassmaker]]s an extremely useful profession.
  
 
=Producing glass=
 
=Producing glass=
The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; there is no way to tell if your map will provide it until you embark (other than [[cheating]]).  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on.
 
  
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], "Gather Sand".  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass "gems" (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]sAll other glass objects must be made from "sand bearing items", i.e. bags of sand.
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In order to produce [[glass]] in great quantities, your map should have [[sand]]. Sand is offered by [[caravan]]s, but very little can be acquired at a time. If you want a massive glass industry, check on your pre-[[embark]] map for sand layers.
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To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], "Gather Sand".  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.   
  
 
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.
 
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.
  
 
==Collecting sand==
 
==Collecting sand==
All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The "Collect [[Sand]]" order at the glass furnace requires the "[[hauling#Item_hauling|item hauling]]" labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed. Collecting sand is a time consuming task, and proficient glassmakers quickly become faster at making items than gathering materials, leading to job cancellations as collected sand becomes scarce.
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All types of glassmaking require at least a [[container|bag]] of [[sand]]. The "Collect [[Sand]]" order at the glass furnace requires the "[[hauling#Item_hauling|item hauling]]" labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from working in it until it has been completed. Collecting sand is also a time consuming task, and glassmakers quickly become faster at making items than at gathering materials to the point that jobs are canceled as sand becomes scarce.
  
 
===Collecting sand efficiently===
 
===Collecting sand efficiently===
There are ways around this problem, each with its own benefits and drawbacks.
 
  
====Controlled====
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There are two main ways around this problem, each with its own benefits and drawbacks.  
Collect a specific amount of sand bags, then assign the correspondent orders of actual glass making. This ensures that enough bags remain for other tasks and no cancellations happen. It is also the best way to keep an overview of what has actually been produced, especially when using the manager. Time loss is negligible as the bulk of time is consumed by hauling sand.
 
  
 
====Brute force====
 
====Brute force====
The fast, somewhat sloppy method is to build additional glass furnaces near your sand collection zone for the sole purpose of [[repeat]]ing the Collect Sand order while other furnaces are used for actual glassmaking. Keep in mind that ordering glass goods through the [[manager]] will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the [[furnace]].
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The fast, somewhat sloppy method is to build additional glass furnaces for the sole purpose of [[repeat]]ing the Collect Sand order while others are used for actual glassmaking. Keep in mind that ordering glass goods through the [[manager]] will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the [[furnace]].
  
 
'''Benefits:'''  
 
'''Benefits:'''  
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'''Drawbacks:'''
 
'''Drawbacks:'''
*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you instead order more bags than can be used, hundreds of surplus sand bags will accumulate until you eventually run out of bags or tweak the balance again.
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*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you go too far the other way and order more bags than can be used, hundreds of surplus sand bags accumulate until you eventually run out of bags or tweak the balance again.
  
 
====Slow and easy====
 
====Slow and easy====
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'''Benefits:'''  
 
'''Benefits:'''  
*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass-producing [[Gems#Glass|raw glass]] or [[block]]s.
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*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass producing [[Gems#Glass|raw glass]] or [[block]]s.
  
 
*Usage of bags is set to a minimum, which frees [[cloth]] and [[leather]] for other purposes.
 
*Usage of bags is set to a minimum, which frees [[cloth]] and [[leather]] for other purposes.
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==Varieties of glass==
 
==Varieties of glass==
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:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].
 
:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].
  
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==Glass Industry Flowchart==
 
==Glass Industry Flowchart==
  
[[Image:Glass Industry 2012 Update.png|Flowchart of the glass industry and its interaction with surrounding industries.]]
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[[Image:Glassflow2.png|Thumb|800px|Flowchart of the glass industry and its interaction with surrounding industries.]]
 
 
=Glassmaking vs. Other Professions=
 
Functionally, the glass industry is like a cross between the Stone industry, and the Metal industry, incorporating elements from both. Functionally, it is similar to metalworking, using a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most similar to stoneworking, with only a few differences, and it can pretty much fully replace masonry except for those instances.
 
 
 
==vs. Stoneworking==
 
There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials. Unique stone products which cannot be made of glass are querns/millstones, slabs, crafts, and stone short swords.
 
 
 
==vs. Metalworking==
 
There are many similarities in the processes between [[metalsmithing]] and glassmaking. Both require fuel, and both require supplementary materials for certain unique products. Additionally, crafts are made directly at the furnace, rather than at a craftsdwarf's workshop. Metalworking is generally more likely to be started first, as any site will eventually find metals and fuel, (if even only in the form of magma) and quality weapons are often needed to start a military, but how much you can make is limited by how much you can dig up or buy. Glassmaking has the potential to produce ''infinite'' products, if given sand, enough bags, and magma. Also, while metal ores are turned into an intermediary material, (bars) by another profession at a different workshop, which must then be forged into a product, glassmaking produces a product directly from the raw materials, and still leaves you with an empty bag. Finally, metalworking has a far more diverse range of products, including restraints, weapons, and armor.
 
  
=Glassmaking and [[minecart]]s=
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=Glassmaking vs. masonry=
In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labor and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarftime wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].
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There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials.
If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much.
 
 
{{Category|Industry}}
 
{{Category|Industry}}
{{Industry}}
 

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