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Editing 40d:Stone management

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{{Quality|Exceptional|10:56, 18 May 2015 (UTC)}}
 
{{av}}
 
 
[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?
 
[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?
  
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=== Dump ===
 
=== Dump ===
This method is easy and useful. However, some view it as an exploit, and it may not be allowed in later versions.
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This method is easy and useful. However, some view it as an exploit, and it may not be allowed in later versions.{{version|0.28.181.40d}}
  
 
# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump.  
 
# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump.  
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=== Paving Floors ===
 
=== Paving Floors ===
 
Instead of [[smoothing]] rock to turn cavern floors into smooth floors, you can build a rough block floor on top of a cavern floor, a process known as 'paving'. Unlike smoothing, this uses up a stone. Since digging out a tile produces at most one stone, and it takes a stone to pave the resulting floor, it is possible to guarantee you will never have a surplus of stone as a resulting of digging alone. Building stone floors requires the [[mason|masonry]] skill, but takes very little time. Idle dwarves with the masonry labor enabled can pave a large area in very little time, even if they have no masonry experience at all. It is best to start by paving floors where there are no stones, since dwarves are easily confused and will suspend construction of a floor with a stone on it if they can't find a place to move the stone first.
 
Instead of [[smoothing]] rock to turn cavern floors into smooth floors, you can build a rough block floor on top of a cavern floor, a process known as 'paving'. Unlike smoothing, this uses up a stone. Since digging out a tile produces at most one stone, and it takes a stone to pave the resulting floor, it is possible to guarantee you will never have a surplus of stone as a resulting of digging alone. Building stone floors requires the [[mason|masonry]] skill, but takes very little time. Idle dwarves with the masonry labor enabled can pave a large area in very little time, even if they have no masonry experience at all. It is best to start by paving floors where there are no stones, since dwarves are easily confused and will suspend construction of a floor with a stone on it if they can't find a place to move the stone first.
 
*'''Disadvantage:''' This approach will not allow you to engrave the floor unless you remove the paving first. Likewise, you will not be able to build walls, ramps, stairs, or fortifications on the floor until you remove the paving. If you choose to remove the paving, you'll get all of your raw materials back, meaning you'll still need to find a place to put them, or use some other way to deal with them.
 
  
 
=== Stone Hallways ===
 
=== Stone Hallways ===
Designate all your hallways as stone stockpiles.  Since stone is a raw material, it has no quality score and will not be affected by the [[wear]] sometimes caused by excessive traffic.  If you're playing on a level with [[flux]] ([[limestone]], [[calcite]], [[dolomite]], [[chalk]], or [[marble]]) or [[obsidian]], you could set up custom stockpiles for those higher-value stones in the hallway near your [[masonry]].  This will make it easier for your mason to build high-value [[door]]s and [[table]]s.  This method works even better if all the stone stockpiles that ''aren't'' near the mason are also custom stockpiles set to allow everything ''but'' the aforementioned valuable stones.  Then whenever a valuable stone is dug up, it will either go to a stockpile near your masonry or sit there until a spot becomes free.
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Designate all your hallways as stone stockpiles.  Since stone is a raw material, it has no quality score and will not be affected by the [[wear]] sometimes caused by excessive traffic.  If you're playing on a level with [[flux]] ([[limestone]], [[calcite]], [[dolomite]], [[chalk]], or [[marble]]) or [[obsidian]], you could set up custom stockpiles for those higher-value stones in the hallway near your [[masonry]].  This will make it easier for your mason to build high-value [[Door|doors]] and [[Table|tables]].  This method works even better if all the stone stockpiles that ''aren't'' near the mason are also custom stockpiles set to allow everything ''but'' the aforementioned valuable stones.  Then whenever a valuable stone is dug up, it will either go to a stockpile near your masonry or sit there until a spot becomes free.
  
 
Note that to use flux stones or obsidian as described above, you must press ''z'' for the status menu, then go to "stones", and enable whatever economic stones you want to build with.
 
Note that to use flux stones or obsidian as described above, you must press ''z'' for the status menu, then go to "stones", and enable whatever economic stones you want to build with.
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=== Making use of stone ===
 
=== Making use of stone ===
  
Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This builds up your mason's skill, and the furniture gives your dwarves good [[thought]]s.
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Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This builds up your mason's skill, and the furniture gives your dwarves good [[thoughts]].
  
Skilled [[Craftsdwarf|Craftsdwarves]] can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of tons of crafts. As long as you have bins, managing a stockpile of finished goods is easy. Crafts can be sold to foreign [[trade]]rs, who have plenty of room for a lot of goods.  
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Skilled [[Craftsdwarf]]s can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of tons of crafts. As long as you have bins, managing a stockpile of finished goods is easy. Crafts can be sold to foreign [[trade]]rs, who have plenty of room for a lot of goods.  
  
 
You can also use stones (or blocks) to build large structures above ground, and floors over areas such as sand, silt, or loam.  The [[construction]] interface might be slow, but not only do you use up the stone from your excavations, but you can also create usable indoor space without having to mine any additional stone.  
 
You can also use stones (or blocks) to build large structures above ground, and floors over areas such as sand, silt, or loam.  The [[construction]] interface might be slow, but not only do you use up the stone from your excavations, but you can also create usable indoor space without having to mine any additional stone.  
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Simply have the stone cut into blocks then stockpiled. As long as you have enough bins, this works quite well, since 10 blocks can be stored in a single bin. Depending on the rate you mine out the fortress, you may need several (Or even a dozen) Mason workshops. Just set them up wherever you want the stone cleared, and have them removed when they are no longer sitting amidst a pile of stone. This will also train up extra masons, which is helpful if you decide to make any large scale constructions.  
 
Simply have the stone cut into blocks then stockpiled. As long as you have enough bins, this works quite well, since 10 blocks can be stored in a single bin. Depending on the rate you mine out the fortress, you may need several (Or even a dozen) Mason workshops. Just set them up wherever you want the stone cleared, and have them removed when they are no longer sitting amidst a pile of stone. This will also train up extra masons, which is helpful if you decide to make any large scale constructions.  
  
A word of warning: The maximum number of artifacts your fortress will produce is based on the lowest of two numbers: mined out rock, and items produced. If you use this method to mine out a huge area, make sure you're prepared for the artifacts which could skyrocket your wealth very early, leading to [[siege]]s, [[noble]]s, huge [[immigrant]] waves, and [[fun]].
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A word of warning: The maximum number of artifacts your fortress will produce is based on the lowest of two numbers: mined out rock, and items produced. If you use this method to mine out a huge area, make sure you're prepared for the artifacts which could skyrocket your wealth very early, leading to [[siege]]s, [[noble]]s, and huge [[immigrant]] waves.
  
 
== Reasons for managing stone ==
 
== Reasons for managing stone ==
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=== Aesthetics ===
 
=== Aesthetics ===
 
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile (including any [[water]] or [[magma]] in it) and prevent stockpiles from being filled.  Create smooth clear floor for a leaner, fitter, happier fortress.
 
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile (including any [[water]] or [[magma]] in it) and prevent stockpiles from being filled.  Create smooth clear floor for a leaner, fitter, happier fortress.
:Note: this can now be negated by designating the freshly mined stone as {{k|h}}idden - using the commands {{k|d}}esignate {{k|b}}uilding {{k|h}}idden.
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:Note: this can now be negated by designating the freshly mined stone as {{k|h}}idden - using the commands {{k|d}}esignate {{k|b}}uilding {{k|h}}idden. {{version|0.28.181.40d}}
  
 
=== Stocks Screen Lag ===
 
=== Stocks Screen Lag ===
If there are a large number of a certain type of item, selecting it on the [[stocks]] screen will cause it to pause for a while as it processes them all, making it a pain to move past it to another category (although using 'page down' can skip over it).  Stones are the most common offender in this way, and the stone category's proximity to some of the most useful other ones - namely [[bar]]s - can cause a great deal of annoyance.  Reducing the number of stones in existence (including those used for building) will reduce this lag.
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If there are a large number of a certain type of item, selecting it on the [[stocks]] screen will cause it to pause for a while as it processes them all, making it a pain to move past it to another category.  Stones are the most common offender in this way, and the stone category's proximity to some of the most useful other ones - namely [[bar]]s - can cause a great deal of annoyance.  Reducing the number of stones in existence (including those used for building) will reduce this lag.
  
 
=== Construction Problems ===
 
=== Construction Problems ===
If you designate constructions in multiple tiles containing stone, the stone for one construction will often be allocated from a different tile, and if the construction on that other tile is processed first, the dwarf will be unable to move the stone out of the way (as it is already assigned to a task) and will suspend its construction. This can get very annoying if you are building a 10x10 floor, for example, because you have to constantly check each tile for suspension.
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If you designate a spot containing stone for a construction, sometimes the dwarf who gets assigned to that job will get confused about where to move the stone and suspend the construction. This can get very annoying if you are building a 10x10 floor, for example, because you have to constantly check each tile for suspension.
  
  

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