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{{av}}{{Quality|Exceptional}}
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[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.<br />''(Click to enlarge)'']]
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.<br /> Simplified or out of date - many arrows missing!<br />''(Click to enlarge)'']]
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'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.  Anything that is created, refined, cooked, altered, or decorated, or generally "produced" is processed at a workshop.  There are many different types of workshops, for different purposes and different finished products.  Just as they have specific products associated with them, they have specific [[labor]]s that are required by dwarves who build them or work there, and dwarfs with more of the appropriate [[skill]] tend to produce higher [[quality]] objects*, and/or produce them faster.
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.  Anything that is created, refined, cooked, altered, or decorated, or generally "produced" is processed at a workshop.  There are many different types of workshops, for different purposes and different finished products.  Just as they have specific products associated with them, they have specific [[labor]]s that are required by dwarves who build them or work there, and dwarves with more of the appropriate [[skill]] tend to produce higher [[quality]] objects*, and/or produce them faster.
 
  
 
:''(* If the finished product has any quality modifiers - not all do.  Processed [[milk]] is just cheese, a stone [[block]] is just a stone block, and a tanned [[skin|hide]] is just [[leather]], etc.)''
 
:''(* If the finished product has any quality modifiers - not all do.  Processed [[milk]] is just cheese, a stone [[block]] is just a stone block, and a tanned [[skin|hide]] is just [[leather]], etc.)''
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'''Be Aware!''' - Most workshops have one or more  ''inaccessible tiles'' - locations within them that block movement over that one tile.  These are different with different workshops, are visible as ''dark'' green tiles when placing the workshop, and are also shown in the sidebar of every wiki article on any particular workshop.  You cannot "spin" a workshop - its orientation is fixed, every time the same.  Don't build a workshop to then realize that it blocks the only door in and out!  (If you do, you can use {{k|q}}, {{k|x}} and give the order to tear it down, recover the building material, and try a different plan.)
 
'''Be Aware!''' - Most workshops have one or more  ''inaccessible tiles'' - locations within them that block movement over that one tile.  These are different with different workshops, are visible as ''dark'' green tiles when placing the workshop, and are also shown in the sidebar of every wiki article on any particular workshop.  You cannot "spin" a workshop - its orientation is fixed, every time the same.  Don't build a workshop to then realize that it blocks the only door in and out!  (If you do, you can use {{k|q}}, {{k|x}} and give the order to tear it down, recover the building material, and try a different plan.)
 
A workshop's inaccessible tiles do ''not'' block fluids.
 
  
  
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The menu will ask you to select them when you are placing the workshop, and you can choose specific items by hitting {{k|x}}.  Some workshops (ones that deal with fire) require [[fire-safe]] building materials.   
 
The menu will ask you to select them when you are placing the workshop, and you can choose specific items by hitting {{k|x}}.  Some workshops (ones that deal with fire) require [[fire-safe]] building materials.   
  
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!''
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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]] and [[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 dwarfs 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 [[furnaces]]) 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 '<span style="color: #0ac">'''R'''</span>' 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 '<span style="color: #0c0">'''A'''</span>', if any, is the currently active project.
  
 
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.
  
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[stockpile|stockpiled]] nearby.
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Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[stockpile]]d nearby.
  
 
Beware of workshop '''[[clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[miasma]] erupts from your [[kitchen]].
 
Beware of workshop '''[[clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[miasma]] erupts from your [[kitchen]].
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==Profiles==
 
==Profiles==
  
Once you have assigned a manager, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).  [[Lever]]s have identical profiles, allowing you to choose a specific dwarf to respond to an order to "Pull this Lever", which can be handy for a variety of purposes.
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Once you have assigned a manager, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).
  
 
== Variations==
 
== Variations==
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* [[Alchemist's laboratory]]: Used to make [[soap]].
 
* [[Alchemist's laboratory]]: Used to make [[soap]].
 
* [[Ashery]]: Used to make [[lye]] and [[potash]].
 
* [[Ashery]]: Used to make [[lye]] and [[potash]].
* [[Bowyer's workshop]]: Used to make [[bone]] or wooden [[crossbow]]s.
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* [[Bowyer's workshop]]: Used to make bone or wooden [[crossbow]]s.
 
* [[Butcher's shop]]: Used to turn some corpses and [[animals|livestock]] into [[meat]] and usable materials.
 
* [[Butcher's shop]]: Used to turn some corpses and [[animals|livestock]] into [[meat]] and usable materials.
 
* [[Carpenter's workshop]]: Used to make [[furniture]] from [[wood]]. Also some [[trap]] components.  
 
* [[Carpenter's workshop]]: Used to make [[furniture]] from [[wood]]. Also some [[trap]] components.  
 
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].
 
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].
* [[Craftsdwarf's workshop]]: Used to make a [[craft|number of items]] from a plethora of materials for trading purposes. Also useful to make [[bolt]]s cheaply from bone and wood.
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* [[Craftsdwarf's workshop]]: Used to make a [[crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[bolts]] cheaply.
 
* [[Dyer's shop]]: Used to [[dye]] [[cloth]] or [[thread]].
 
* [[Dyer's shop]]: Used to [[dye]] [[cloth]] or [[thread]].
 
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], [[syrup]], and [[quarry bush|leaves]].
 
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], [[syrup]], and [[quarry bush|leaves]].
* [[Fishery]]: Used to process raw [[fish]] and make them edible.
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* [[Fishery]]: Used to process raw [[fish]] into edible [[meat]] and [[bones]].
* [[Jeweler's workshop]]: Used to cut and encrust with [[gem]]s.
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* [[Jeweler's workshop]]: Used to cut and encrust with [[gems]].  
 
* [[Kitchen]]: Used to cook [[food]] to decrease needed storage space, and expand the types of edible food.
 
* [[Kitchen]]: Used to cook [[food]] to decrease needed storage space, and expand the types of edible food.
* [[Leather works]]: Used to make [[leather]] into [[armor]], [[clothes]] and other items, like [[container]]s.
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* [[Leather works]]: Used to make [[leather]] into [[armor]] and [[clothes]].
 
* [[Loom]]: Used to make [[cloth]] from [[thread]].
 
* [[Loom]]: Used to make [[cloth]] from [[thread]].
 
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].
 
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].
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** [[Magma forge]]: Same as above, but with no [[fuel]] consumption (except for the [[steel]] industry).
 
** [[Magma forge]]: Same as above, but with no [[fuel]] consumption (except for the [[steel]] industry).
 
* [[Millstone]]: Used to make [[dye]], [[flour]], and [[sugar]].
 
* [[Millstone]]: Used to make [[dye]], [[flour]], and [[sugar]].
** [[Quern]]: Same as above, but with muscle power instead of water- or [[windmill]]
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** [[Quern]]: Same as above, but with muscle power instead of water or [[windmill]]
 
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.
 
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.
* [[Still]]: Used to make [[alcohol]] drinks from [[plant]]s.
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* [[Still]]: Used to make [[alcohol]] drinks from [[plants]].
* [[Tanner's shop]]: Used to tan [[skin|raw hides]] into [[leather]].
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* [[Tanner's shop]]: Used to tan [[raw hide]]s into [[leather]].
  
 
=== Furnaces & Forges===
 
=== Furnaces & Forges===
  
Furnaces and forges are essentially workshops, except that they need some form of [[fuel]] ([[charcoal]] or [[coke]]) or [[magma]]) to operate.  Furnaces transform raw material ([[wood]], [[ore]] or [[sand]]) to either a [[bar]] or [[block]] (of [[glass]], [[metal]], [[fuel]], [[ash]] or [[potash]]). Forges turn metal bars into metal products, such as [[weapon]]s, [[armor]], [[furniture]] or [[craft]]s.  To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.  Forges are under the normal workshop menu.
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Furnaces and forges are essentially workshops, except that they need some form of [[fuel]] ([[charcoal]] or [[coke]]) or [[magma]]) to operate.  Furnaces transform raw material ([[wood]], [[ore]] or [[sand]]) to either a [[bar]] or [[block]] (of [[glass]], [[metal]], [[fuel]], [[ash]] or [[potash]]). Forges turn metal bars into metal products, such as [[weapons]], [[armour]], [[furniture]] or [[craft]]s.  To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.  Forges are under the normal workshop menu.
  
 
Furnaces must be built from [[fire-safe]] material, usually stone or stone blocks.
 
Furnaces must be built from [[fire-safe]] material, usually stone or stone blocks.
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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.
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* 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.
* Certain (but not all) workshops should be lockable by forbidding the [[door]]s that lead into them.  This is important for making sure that specific material can be forced to be used for specific production orders ([[bauxite]] [[mechanism]]s for example, or [[native aluminum]] furniture for your nobles), or that the desired items get decorated with exactly what you want (you don't want rubies on a -mudstone table- while you have a ☼[[platinum]] statue☼ around). Also for locking away a dangerous dwarf in a failing [[strange mood]] so they won't hurt a useful worker.  Not all workshops are subject to being claimed by [[mood]]y dwarves, and not all workshops need be concerned with specific items - a [[farmer's workshop]], for instance, in both cases.
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* Certain (but not all) workshops should be lockable by forbidding the doors that lead into them.  This is important for making sure that specific material can be forced to be used for specific production orders ([[bauxite]] [[mechanisms]] for example, or [[native aluminum]] furniture for your nobles), or that the desired items get decorated with exactly what you want (you don't want rubies on a -mudstone table- while you have a ☼[[platinum]] statue☼ around). Also for locking away a dangerous dwarf in a failing [[strange mood]] so they won't hurt a useful worker.  Not all workshops are subject to being claimed by [[mood]]y dwarfs, and not all workshops need be concerned with specific items - a [[farmer's workshop]], for instance, in both cases.
 
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.
 
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.
 
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.<br>
 
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.<br>
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* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.
 
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.
  
Specific design ideas are at [[Design_strategies#Workshop_Logistics|Design Strategies]].
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Specific design ideas are at [[Design_strategies#Workshop_Logistics|Design Strategies]]
  
 
==== Isolating workshops & furnaces ====
 
==== Isolating workshops & furnaces ====
  
As touched on above, some workshops should be lockable, with [[door]]s (or [[hatch]]es) that can be sealed to keep dwarves in or out, as the need arises.  This "need" could be a mood, the desire to work specific items, or simply forcing a specific dwarf to have no other option but to do the work you desire from them.  Some other workshops are prone to causing [[miasma]], and steps should be taken to prevent that from spreading to your fortress in general.  Still others never attract miasma-causing items, are never be claimed by a [[mood]]y dwarf, and rarely invite specialized materials (or at least materials that can be easily stockpiled inside a lockable room.  
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As touched on above, some workshops should be lockable, with [[door]]s (or [[hatch]]es) that can be sealed to keep dwarfs in or out, as the need arises.  This "need" could be a mood, the desire to work specific items, or simply forcing a specific dwarf to have no other option but to do the work you desire from them.  Some other workshops are prone to causing [[miasma]], and steps should be taken to prevent that from spreading to your fortress in general.  Still others never attract miasma-causing items, are never be claimed by a [[mood]]y dwarf, and rarely invite specialized materials (or at least materials that can be easily stockpiled inside a lockable room.  
  
 
The two ways to stop miasma are to build the workshop above-ground, or have all access via diagonal entries, with or without doors.  [[Orthogonal]]ly designed entrances with doors can still let miasma waft out as a dwarf enters or leaves.
 
The two ways to stop miasma are to build the workshop above-ground, or have all access via diagonal entries, with or without doors.  [[Orthogonal]]ly designed entrances with doors can still let miasma waft out as a dwarf enters or leaves.
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| align="center" style="background:#f0f0f0;"|'''"Open" <sup>3</sup>'''
 
| align="center" style="background:#f0f0f0;"|'''"Open" <sup>3</sup>'''
 
|-
 
|-
| [[Bowyer's workshop]]<br />[[Carpenter's workshop]]<br />[[Clothier's shop]]<br />[[Craftsdwarf's workshop]] <br />[[Glass furnace]]<sup>1</sup><br />[[Jeweler's workshop]]<br />[[Leather works]]<br />[[Mason's workshop]]<br />[[Mechanic's workshop]]<br />[[Metalsmith's forge]]<sup>1</sup><br />[[Tanner's shop]] || [[Alchemist's laboratory]]<sup>2</sup><br />[[Butcher's shop]]<br />[[Farmer's workshop]]<sup>2</sup><br />[[Fishery]]<br />[[Kitchen]]<br />[[Millstone]]<sup>2</sup><br />[[Quern]]<sup>2</sup><br />[[Still]]<sup>2</sup><br />[[Tanner's shop]] || [[Alchemist's laboratory]]<sup>2</sup><br /> [[Ashery]]<br /> [[Dyer's shop]]<br /> [[Farmer's workshop]]<sup>2</sup><br />[[Jeweler's workshop]]<br /> [[Kennel]]<br />[[Kiln]]<sup>1</sup><br />[[Loom]]<br />[[Millstone]]<sup>2</sup><br />[[Quern]]<sup>2</sup><br />[[Siege workshop]]<br />[[Smelter]]<sup>1</sup><br />[[Still]]<sup>2</sup><br />[[Trade depot]]<br />[[Wood furnace]]
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| [[Bowyer's workshop]]<br />[[Carpenter's workshop]]<br />[[Clothier's shop]]<br />[[Craftsdwarf's workshop]] <br />[[Glass furnace]]<sup>1</sup><br />[[Jeweler's workshop]]<br />[[Leatherworks]]<br />[[Mason's workshop]]<br />[[Mechanic's workshop]]<br />[[Metalsmith's forge]]<sup>1</sup><br />[[Tanner's shop]] || [[Alchemist's laboratory]]<sup>2</sup><br />[[Butcher's shop]]<br />[[Farmer's workshop]]<sup>2</sup><br />[[Fishery]]<br />[[Kitchen]]<br />[[Millstone]]<sup>2</sup><br />[[Quern]]<sup>2</sup><br />[[Still]]<sup>2</sup><br />[[Tanner's shop]] || [[Alchemist's laboratory]]<sup>2</sup><br /> [[Ashery]]<br /> [[Dyer's shop]]<br /> [[Farmer's workshop]]<sup>2</sup><br />[[Jeweler's workshop]]<br /> [[Kennel]]<br />[[Kiln]]<sup>1</sup><br />[[Loom]]<br />[[Millstone]]<sup>2</sup><br />[[Quern]]<sup>2</sup><br />[[Siege workshop]]<br />[[Smelter]]<sup>1</sup><br />[[Still]]<sup>2</sup><br />[[Trade Depot]]<br />[[Wood furnace]]
 
|}
 
|}
  
 
:1) Or the magma versions.
 
:1) Or the magma versions.
:2) These are low risk for miasma, but not zero.  [[chunk|Waste]] from [[butcher]]ing is the worst culprit, raw skins and unhauled [[prepared meal]]s are also common causes. Raw plants can certainly rot, but are slower to do so, so it would require that a project be started, abandoned (with the plant item left in the workshop), and then not cleaned up for the weeks it takes for plants or tallow to eventually rot.  So it is uncommon but not impossible for these to produce miasma unless occasionally serviced by haulers.
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:2) These are low risk for miasma, but not zero.  [[chunks|Waste]] from [[butcher]]ing is the worst culprit, raw skins and unhauled [[prepared meal]]s are also common causes. Raw plants can certainly rot, but are slower to do so, so it would require that a project be started, abandoned (with the plant item left in the workshop), and then not cleaned up for the weeks it takes for plants or tallow to eventually rot.  So it is uncommon but not impossible for these to produce miasma unless occasionally serviced by haulers.
 
:3) There is no need for walls except to force the use of specific materials, or for personal preference.
 
:3) There is no need for walls except to force the use of specific materials, or for personal preference.
  
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:*[[Labor]]
 
:*[[Labor]]
  
{{Category|Workshops}}
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[[Category:Workshops]]

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