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Author Topic: Industrial vs Residential  (Read 2291 times)

gordy

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Re: Industrial vs Residential
« Reply #15 on: April 24, 2010, 06:33:53 pm »

Finding out workshops don't make noise and the new underground are the main causes.

wait wait wait... workshops dont make noise anymore? if as some of you say, you put the bedrooms next to craft areas, I assume you might divide the work ares up into cooking related, metalcrafting etc and put down an excess of bedrooms nearby? I guess this is the benefits of barrows - dorfs will eat, sleep and work so long as they have all their needs catered for in the burrow. Does this increase the need for hauling management to stop your dorfs getting hauling jobs somewhere outside their barrow?
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Askot Bokbondeler

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Re: Industrial vs Residential
« Reply #16 on: April 24, 2010, 07:33:20 pm »

it's actually called a burrow
and i think workshops still make noise, they did back in 40d, but the radis is quite small, if i rmemeber right, 5 squares from the center of the workshop

Corona688

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Re: Industrial vs Residential
« Reply #17 on: April 24, 2010, 07:37:03 pm »

The word on the wiki is shops make no noise whatsoever.
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Ampersand

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Re: Industrial vs Residential
« Reply #18 on: April 24, 2010, 09:55:11 pm »

I usually have my elaborate residential districts quite some distance away from the industrial districts. It's not extremely efficient, but I like having room to make the residential districts look nice.
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Askot Bokbondeler

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Vattic

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Re: Industrial vs Residential
« Reply #20 on: April 24, 2010, 10:35:40 pm »

I assume you might divide the work ares up into cooking related, metalcrafting etc and put down an excess of bedrooms nearby? I guess this is the benefits of barrows - dorfs will eat, sleep and work so long as they have all their needs catered for in the burrow. Does this increase the need for hauling management to stop your dorfs getting hauling jobs somewhere outside their barrow?

Pretty much, I was going to move my smelting down into the deep later though. As for haulers I had dedicated ones some restricted to pretty large burrows others more general purpose with no restrictions. Unfortunately I lost that fort to goblins, pathing bugs and some military issues. I haven't started a new one yet.
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SkyRender

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Re: Industrial vs Residential
« Reply #21 on: April 24, 2010, 11:13:24 pm »

If SimCity 2000 taught me anything, it's taught me that simulated people will be just as eager to move into a house next door to a chemical plant as they will be to move into a house next door to a 9-acre public park.  Dwarves are no exception to this rule.  Stick 'em where you need 'em.
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