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Editing 40d:Workshop

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Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[Jeweler's workshop|jeweler's workshop]] and [[Bowyer's workshop|bowyer's workshop]] block off a whole side of the workshop, and ''many'' block off one or more corner doors. ''Look at diagram in the main article on a specific workshop before walling your dwarves into a dead-end!''
 
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[Jeweler's workshop|jeweler's workshop]] and [[Bowyer's workshop|bowyer's workshop]] block off a whole side of the workshop, and ''many'' block off one or more corner doors. ''Look at diagram in the main article on a specific workshop before walling your dwarves into a dead-end!''
  
Once the plan has been placed in a satisfactory location, you must have a [[dwarf]] with the appropriate [[labor]] enabled to build the workshop ({{k|v}}iew dwarf-{{k|p}}references-{{k|l}}abors).  For instance, to build a [[carpenter's workshop]], you must have a dwarf with the "[[Carpentry]]" labor enabled.  Some workshops (such as the [[furnace]]s) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.
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Once the plan has been placed in a satisfactory location, you must have a [[dwarf]] with the appropriate [[labor]] enabled to build the workshop ({{k|v}}iew dwarf-{{k|p}}references-{{k|l}}abors).  For instance, to build a a [[carpenter's workshop]], you must have a dwarf with the "[[Carpentry]]" labor enabled.  Some workshops (such as the [[furnace]]s) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.
  
 
When performing the actual construction, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring, non-diagonal squares.  Items already claimed by other tasks (such as "Bring Item to Stockpile" cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.
 
When performing the actual construction, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring, non-diagonal squares.  Items already claimed by other tasks (such as "Bring Item to Stockpile" cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.
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== Use==
 
== Use==
  
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled {{Raw Tile|R|3:1}} in the list, and will be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled {{Raw Tile|A|2:1}}, if any, is the currently active project. Any jobs which have been manually suspended will be labeled {{Raw Tile|S|4:1}}.
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Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled {{Raw Tile|R|3:1}} in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled {{Raw Tile|A|2:1}}, if any, is the currently active project. Any jobs which have been manually suspended will be labeled {{Raw Tile|S|4:1}}.
  
 
Alternatively, the [[manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.
 
Alternatively, the [[manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.
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==Workshop Design==
 
==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:
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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. The only dwarf who hauls the needed materials into the workshop is the one who works in it. Placing a [[stockpile]] with the corresponding materials right next to the workshop will save the precious time of your craftsdwarf by leaving the tedious material transportation to less qualified laborers.
 
* Workshops should be as close as possible to the raw materials needed to do their job. The only dwarf who hauls the needed materials into the workshop is the one who works in it. Placing a [[stockpile]] with the corresponding materials right next to the workshop will save the precious time of your craftsdwarf by leaving the tedious material transportation to less qualified laborers.
 
* There should be room to put in duplicate workshops, to accommodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). Workshop construction and deconstruction is cheap and quick in most cases, so do not hesitate do create and remove temporary workshops when the need arises.
 
* There should be room to put in duplicate workshops, to accommodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). Workshop construction and deconstruction is cheap and quick in most cases, so do not hesitate do create and remove temporary workshops when the need arises.

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