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Difference between revisions of "40d:Stone management"

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[[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?
  
Here follows several '''stone management''' techniques.
+
Here follow several '''stone management''' techniques.
  
 
== Techniques ==
 
== Techniques ==
  
=== Slow and steady ===
+
=== Dump ===
 +
This method is easy and useful. However, some view it as an exploit, and it may not be allowed in later versions.
 +
 
 +
# 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.
 +
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!
 +
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.
 +
 
 +
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile.
 +
* '''Disadvantage''':
 +
** Every dumped stone will be marked as "[[Forbidden]]", and will not be used in stone production. Use the stocks menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''
 +
** Anything else you dump, will end up on those piles too.
 +
** Take care not to lose overview if you use several or temporary dumps.
 +
 
 +
=== 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.
 +
 
 +
*'''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.
  
Dig slowly, and use your masons to the fullest by creating roads, blocks, doors, floodgates, or even reflooring or rewalling. This way, you'll reduce the clutter and produce value for your fort at the same time.
+
=== 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.
  
=== Catapult ===
+
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.
Build a [[catapult]] (or three), and assign a dwarf (or five) to keep firing stones into walls, or at [[camel]]s. The stones will shatter and be gone from your sight!
 
  
=== Construct Buildings ===
+
=== Magma melting ===
The building interface might be slow, but constructing stone buildings using [[wall]]s and [[floor]]s above ground (or underground) is a great way to handle your stone problem. Not only do you use up the stone from your excavations, but you also create usable indoor space without having to mine any additional stone.
 
  
=== Dump ===
+
If you wish to get rid of the stone permanently, create a magma channel through your fort and mark the edge as a garbage pit.  Any stone disposed of will be chucked into the magma, melt (except [[Bauxite]], but in a fortress with magma you'll probably want to save it for [[magma-safe]] mechanisms), and be gone from your fortress forever.  Of course, the disadvantage is that for anything else you mark as garbage (except for other items that aren't magma-safe) will also be lost forever. Another technique to remove stone is to build a stone stockpile in a channeled room. You will want to dig stairs down there to stock the stockpile. You then dig a tunnel to the magma source and flood the room. Not only will it melt the stone but you could then build forges, smelters and what have you in the room above it.
  
This is a preferred method due to its ease and usefulness. However, it could easily be considered an exploit, and might not work in later versions.{{version|0.27.169.33a}}
+
=== Chasm dump ===
 +
If the dwarves are instructed to dump the stone into a garbage zone adjacent to bottomless lava or chasm, that stone will be thrown over the edge and will fall off the bottom of the map and journey to the center of the Earth.
  
# Make a [[zone]] of 1x1 or 1x2 tiles (preferably near your stone-needy [[workshop]]s), and mark it as a garbage dump.
+
=== Catapult ===
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.
 
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.
 
  
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile! So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile!
+
Build a [[catapult]] (or three), and assign dwarves to keep firing stones into walls, or at [[camel]]s. This destroys the stone and also trains the dwarves in [[Siege operator|siege operating]].
* '''Disadvantage''': Every dumped stone will be marked as "[[Forbidden]]", and will not be used in stone-production. If you want to use the dumped stones, you must press 'k', find the pile of stones, and press {{k|f}} on every stone on the list (using {{k|+}}/{{k|-}} to navigate through the list). You can also use the designation 'reclaim items' to un-forbid a whole area at once.
 
  
==== Rock chute ====
+
=== Rock chute ===
  
Unfortunately you cannot designate a channel as a dump, however you can dig a [[channel]], build a retracting [[bridge]] over it, then make a [[zone]] over it. Mark it as a garbage dump, and dwarves will dump stones on the bridge. Then wall around the bridge (don't forget a roof), and add a [[door]] so your dwarves can still add garbage. If you don't do this when the bridge retracts it will just fling stone everywhere in a very unhelpful fashion. Then you link the bridge to a lever so that you can then retract it and the stones will end up in the bottom of the chute (or melting in [[magma]] as I prefer).
+
You can dig a [[channel]], and make a [[zone]] over an adjacent tile. Mark it as a garbage dump, and dwarves will dump stones flagged for dumping down the channel. The stones will end up in the bottom tile.
  
==== Rock compactor ====
+
=== Rock crusher ===
  
Similar to the rock chute, but build a drawbridge in the pit and a pressure plate at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a lever and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it.
+
Similar to the rock chute, but build a [[drawbridge]] in the pit and a [[pressure plate]] at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a [[lever]] and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it. Note: make sure the bridge is '''up''' when stones are dumped down it, or it will fling stone back up the channel. To achieve this, you will need to hook up another lever, and pull it once before any dwarves go on the pressure plate.
  
 
  Level Z:
 
  Level Z:
Line 50: Line 65:
 
  ^ - Pressure plate
 
  ^ - Pressure plate
 
  B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.
 
  B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.
  D - Door - keep locked to avoid accidently crushing dwarves  
+
  D - Door - keep locked to avoid accidentally crushing dwarves
  
=== Flooring ===
+
=== Making use of stone ===
Creating stone [[floor]]s using the nearest material is the fastest way for dwarves to remove stone, but requires a bit of extra effort setting individual stone floors. Use {{Key|b}}uild > {{Key|C}}onstructions and then {{Key|f}}loor to build a floor. If you move down using the cursors and select it with Enter you can repeatidly press Enter to place lots of floor plans using the nearest material.
 
  
=== Workshops ===
+
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.
A [[Mason's workshop]] uses stone exclusively, so is a good way of cleaning out stone in the vicinity of the workshop. Items such as rock doors, rock [[block]]s, [[statue]]s, [[table]]s, [[throne]]s, and [[coffin]]s are often in short supply. Build a mason's workshop in a new excavation area and move it around when the rocks are cleared.  
 
  
Additionally, if you make rock blocks (always useful in construction) they can be stacked in [[bin]]s 5 to a tile, which is more efficient then storing the rock parts. A downside to this method, if overused however, is that since [[bin]]s cannot be constructed from from rock, other resources will be diverted from more useful endeavors.
+
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.  
  
A [[craftsdwarf's workshop]] could also be used to make lots of stone crafts, which can always be traded away. A crafted stone counts towards the fortress value instead of being a worthless 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.  
  
=== Minimizing clutter ===
+
Building [[trap]]s can use up stone as well. [[Mechanism]]s are also made of stone, and a stone-fall trap requires one mechanism and one stone.
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel|barrels]] and [[bin|bins]] to cut down on your need for stockpile space.
 
  
=== Stockpile ===
+
=== Avoiding clutter ===
'''This is not a recommended method due to space requirements.'''
+
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel]]s and [[bin]]s to cut down on your need for stockpile space.
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only 1 stone will be placed per tile, and will result in long hauling trips.
+
 
 +
However, unskilled miners also have a low chance of creating valuable stones and gems when they dig out a tile.  It may require some micromanagement to prevent unskilled miners from wasting potentially valuable materials.
 +
 
 +
Building in [[soil]], rather than stone, avoids the problem of stone altogether. Soil walls and floors cannot be smoothed, which makes it a bad choice for bedrooms and dining halls.
 +
 
 +
=== Stone Stockpile ===
 +
'''This is not a recommended method due to space and time requirements.'''
 +
 
 +
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only one stone will be placed per tile, and will result in long hauling trips.
 +
 
 +
=== Block Stockpile ===
 +
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]].
  
 
== Reasons for managing stone ==
 
== Reasons for managing stone ==
  
 
=== Stockpiles ===
 
=== Stockpiles ===
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile.
+
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile. Alternatively, if the top Z level comprises soil/loam rather than rock, then you can clear it out for stockpiles without worrying about stones filling the new space.
  
 
=== 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 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.
 +
 
 +
=== 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.
 +
 
 +
=== 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.
  
=== Not '''Actually''' Necessary ===
 
You actually don't need to remove stones at all, except for the stockpile thing. Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. However, people have had a tendency to ask about and discuss this specific subject, so here you are. A guide to stone management.
 
  
 
[[Category:Guides]]
 
[[Category:Guides]]
 +
 +
{{Mining FAQ}}

Latest revision as of 10:56, 18 May 2015

This article is about an older version of DF.

Mine for long enough and you'll find yourself surrounded with various stones and ores. How do you get rid of them?

Here follow several stone management techniques.

Techniques[edit]

Dump[edit]

This method is easy and useful. However, some view it as an exploit, and it may not be allowed in later versions.

  1. Make a zone of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy workshops, and mark it as a garbage dump.
  2. Press k and find a stone. Press d, and the stone will be marked for dumping. Alternatively, use the stocks menu (faster for mass dumping, but requires some bookkeeper labor first). You can also use d,b,d to designate mass items for dumping. You could also use a dumping macro to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and destroy the webs!
  3. A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.
  • Advantage: No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. So basically, mark all the stones you want dumped and they will be dumped. You are now able to place all the stones and ores in the fortress on 1 tile.
  • Disadvantage:
    • Every dumped stone will be marked as "Forbidden", and will not be used in stone production. Use the stocks menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' (d-b-c) to reclaim the entire pile. (If you want to only use specific stones, you must press k, find the pile, and press f on every stone you want on the list, using +/- to navigate through the list. Macros may come in handy when employing this method.)
    • Anything else you dump, will end up on those piles too.
    • Take care not to lose overview if you use several or temporary dumps.

Paving Floors[edit]

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 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[edit]

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 doors and 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.

Magma melting[edit]

If you wish to get rid of the stone permanently, create a magma channel through your fort and mark the edge as a garbage pit. Any stone disposed of will be chucked into the magma, melt (except Bauxite, but in a fortress with magma you'll probably want to save it for magma-safe mechanisms), and be gone from your fortress forever. Of course, the disadvantage is that for anything else you mark as garbage (except for other items that aren't magma-safe) will also be lost forever. Another technique to remove stone is to build a stone stockpile in a channeled room. You will want to dig stairs down there to stock the stockpile. You then dig a tunnel to the magma source and flood the room. Not only will it melt the stone but you could then build forges, smelters and what have you in the room above it.

Chasm dump[edit]

If the dwarves are instructed to dump the stone into a garbage zone adjacent to bottomless lava or chasm, that stone will be thrown over the edge and will fall off the bottom of the map and journey to the center of the Earth.

Catapult[edit]

Build a catapult (or three), and assign dwarves to keep firing stones into walls, or at camels. This destroys the stone and also trains the dwarves in siege operating.

Rock chute[edit]

You can dig a channel, and make a zone over an adjacent tile. Mark it as a garbage dump, and dwarves will dump stones flagged for dumping down the channel. The stones will end up in the bottom tile.

Rock crusher[edit]

Similar to the rock chute, but build a drawbridge in the pit and a pressure plate at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a lever and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it. Note: make sure the bridge is up when stones are dumped down it, or it will fling stone back up the channel. To achieve this, you will need to hook up another lever, and pull it once before any dwarves go on the pressure plate.

Level Z:
=====
==.==
== ==
==^==
Level Z-1:
=====
=BBB=
=BBB=
==D==
. - Channel
= - Wall
^ - Pressure plate
B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.
D - Door - keep locked to avoid accidentally crushing dwarves

Making use of stone[edit]

Use your masons 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 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 traders, 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.

Building traps can use up stone as well. Mechanisms are also made of stone, and a stone-fall trap requires one mechanism and one stone.

Avoiding clutter[edit]

The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of barrels and bins to cut down on your need for stockpile space.

However, unskilled miners also have a low chance of creating valuable stones and gems when they dig out a tile. It may require some micromanagement to prevent unskilled miners from wasting potentially valuable materials.

Building in soil, rather than stone, avoids the problem of stone altogether. Soil walls and floors cannot be smoothed, which makes it a bad choice for bedrooms and dining halls.

Stone Stockpile[edit]

This is not a recommended method due to space and time requirements.

Build a large stockpile for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only one stone will be placed per tile, and will result in long hauling trips.

Block Stockpile[edit]

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 sieges, nobles, huge immigrant waves, and fun.

Reasons for managing stone[edit]

Stockpiles[edit]

On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile. Alternatively, if the top Z level comprises soil/loam rather than rock, then you can clear it out for stockpiles without worrying about stones filling the new space.

Aesthetics[edit]

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 hidden - using the commands designate building hidden.

Stocks Screen Lag[edit]

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 bars - 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[edit]

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.