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Editing v0.34:Workshop

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# The dwarf comes to the workshop.
 
# The dwarf comes to the workshop.
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {{K|g}}ive to the workshop, only linked stockpiles will be looked in!)
+
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)
 
# The dwarf fetches all the necessary ingredients and brings them to the workshop.
 
# The dwarf fetches all the necessary ingredients and brings them to the workshop.
 
# The dwarf labors in the workshop for a while and creates the item.
 
# The dwarf labors in the workshop for a while and creates the item.
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# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.
 
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.
  
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {{K|t}}. The more items there are, the longer tasks will take.
+
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.
  
 
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.
 
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.
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The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.
 
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.
  
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc.).
+
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).
  
 
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.
 
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.
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*{{K|j}} [[Jeweler's workshop]]:
 
*{{K|j}} [[Jeweler's workshop]]:
 
**Uses Tier 0 Item: Rough [[gem]]
 
**Uses Tier 0 Item: Rough [[gem]]
**Can also use higher-tier items: Cut [[gem]]s, Encrustable objects
+
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects
 
**Produces: Cut [[gem]], Encrusted objects
 
**Produces: Cut [[gem]], Encrusted objects
 
*{{K|m}} [[Mason's workshop]]:
 
*{{K|m}} [[Mason's workshop]]:
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**Uses Tier 0 Item: [[Wood]]
 
**Uses Tier 0 Item: [[Wood]]
 
**Produces: Fuel ([[Charcoal]]), [[Ash]]
 
**Produces: Fuel ([[Charcoal]]), [[Ash]]
* [[Magma smelter]]: (Requires [[magma]] access)
 
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]
 
**Can also use higher-tier items: Fuel ([[Charcoal]], [[Coke]]), [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.
 
**Produces: [[Metal]] [[bar]]s, [[Coke]]
 
* [[Magma kiln]]: (Requires [[magma]] access)
 
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]
 
**Can also use higher-tier items: [[Ash]], [[Potash]]
 
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items
 
* [[Magma glass furnace]]: (Requires [[magma]] access)
 
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]
 
**Can also use higher-tier item: [[Pearlash]]
 
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]
 
  
 
===Tier 2 Workshops===
 
===Tier 2 Workshops===
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**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]
 
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]
 
**Uses Tier 1 Reusable Item: [[Barrel]]
 
**Uses Tier 1 Reusable Item: [[Barrel]]
**Produces: [[Drink]]
 
 
*{{K|y}} [[Ashery]]:
 
*{{K|y}} [[Ashery]]:
 
**Uses Tier 1 Item: [[Ash]]
 
**Uses Tier 1 Item: [[Ash]]
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**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.
 
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.
 
**Produces: [[Coke]], [[Metal]] [[bar]]s
 
**Produces: [[Coke]], [[Metal]] [[bar]]s
 +
* [[Magma smelter]]: (Requires [[magma]] access)
 +
**Uses Tier 0 Items: [[Ore]], [[Flux]]
 +
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]
 +
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.
 +
**Produces: [[Metal]] [[bar]]s, [[Coke]]
 
*{{K|q}} [[Quern]]:
 
*{{K|q}} [[Quern]]:
 
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s
 
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s
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* [[Kiln]]:
 
* [[Kiln]]:
 
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]
 
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]]), [[Ash]], [[Potash]]
+
**Uses Tier 1 Items: [[Coke]], [[Charcoal]], [[Ash]], [[Potash]]
 +
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items
 +
* [[magma kiln]]:
 +
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]
 +
**Uses Tier 1 Items: [[Ash]], [[Potash]]
 
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items
 
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items
 
* [[Glass furnace]]:
 
* [[Glass furnace]]:
 
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]
 
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])
+
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]
 +
**Uses Tier 2 Item: [[Pearlash]]
 +
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]
 +
* [[Magma glass furnace]]:
 +
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]
 
**Uses Tier 2 Item: [[Pearlash]]
 
**Uses Tier 2 Item: [[Pearlash]]
 
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]
 
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]
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**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]
 
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]
 
*{{K|f}} [[Metalsmith's forge]]:
 
*{{K|f}} [[Metalsmith's forge]]:
**Uses Tier 1 Item: Fuel ([[Charcoal]], [[Coke]])
 
 
**Uses Tier 2 Item: [[Metal]] [[bars]]
 
**Uses Tier 2 Item: [[Metal]] [[bars]]
 
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.
 
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.
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===Standing orders===
 
===Standing orders===
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the "set workshop orders" menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the farthest available workshop.  
+
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the "set workshop orders" menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop.  
 
* The [[Tanner's shop]] will automatically enqueue "{{k|t}}an a hide" whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.
 
* The [[Tanner's shop]] will automatically enqueue "{{k|t}}an a hide" whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.
 
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.
 
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.

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