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Author Topic: Cool-looking workshop designs?  (Read 892 times)

FearfulJesuit

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Cool-looking workshop designs?
« on: April 12, 2011, 11:02:29 am »

Anybody have a good link to a design for one Z-level that incorporates space for most stockpiles and shops?
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ivze

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Re: Cool-looking workshop designs?
« Reply #1 on: April 12, 2011, 11:14:31 am »

Extend to the right on both levels as you population grows (main advantage).
Level 0
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Minnakht

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Re: Cool-looking workshop designs?
« Reply #2 on: April 12, 2011, 11:15:46 am »

Not really. I usually work with just having four large rooms around a central staircase - one for stone and related workshops, one for wood, leather and cloth and workshops, one for refuse, corpses, animals and bone, again with related workshops, and the fourth room usually is a warehouse for furniture, possibly with a gem stockpile and a jeweller's so encrusting doesn't have to go far...

But the design isn't really good.
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ivze

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Re: Cool-looking workshop designs?
« Reply #3 on: April 12, 2011, 11:20:22 am »

In my fort design, because workshops are around stockpiles, everyone doesn't need to go far. Also the stockpiles and workshops segregate: upper level is for food and offices/dinner rooms/still/fishery; lower level is for industries. Only magma forges are far down near magma sea.
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sweitx

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Re: Cool-looking workshop designs?
« Reply #4 on: April 12, 2011, 11:39:56 am »

My general design for workshop area is always, at minimum, a two level design, each workshop is modulated as followed.
Level 0 (workshop level)
Code: [Select]
#.x.#
.WWW.
xWWWx
.WWW.
#.x.#
Level -X/+X (input stockpile)

Code: [Select]
#.x.#
.SSS.
xSSSx
.SSS.
#.x.#
# - wall
S - stockpile
W - workshops
. - floor
x - stairs

I don't have a output stockpile for each workshop, since I got haulers whose main task is to haul the output to either another input stockpile (if product is an intermediate of a chain) or to a central finished product stockpile.  For stuff like furniture encrusting.

So overall, I have a central stockpile that takes in a variety of finished goods, with each workshop modules surrounding them (proximity to central stockpile depends on how likely they'll have to grab from it). 
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The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

acer_palmatum

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Re: Cool-looking workshop designs?
« Reply #5 on: April 12, 2011, 04:16:18 pm »

Not really. I usually work with just having four large rooms around a central staircase - one for stone and related workshops, one for wood, leather and cloth and workshops, one for refuse, corpses, animals and bone, again with related workshops, and the fourth room usually is a warehouse for furniture, possibly with a gem stockpile and a jeweller's so encrusting doesn't have to go far...

But the design isn't really good.

This. I do a 2x2 central staircase with 4 rooms diagonally offset for fastest path finding, with the workshop floor being under the primary stockpiles and only feeder stockpiles being on the workshop floor. the advantage to this design is extremely quick designs upon embark, almost all rooms are exactly one shift move across allowing for no thought drawing. furthermore it allows for a modular design, which is nice for feeder and secondary stockpiles.

at the far corner of each main room in this design is another staircase, which facilitates fastest hauling to the stockpiles above, since z moves are the same cost as x or y moves, it is fastest to have diagonal paths with stockpiles directly above the busiest workshops

stockpiles
http://imgur.com/hDXCL&yB4Rf

workshop
http://imgur.com/lxXNz&ldsJT
-arrow points to trash pit adjacent to butcher shops and bonecrafters, with stair access to refuse stockpile underneath

dorms/lever room/trash pit/cemetary
http://imgur.com/lxXNz&ldsJTl

example of modular design of furniture stockpile/depot floor
http://imgur.com/JISQZ
-this allows for low quality goods to be placed in furthest stockpiles with high quality goods closest to hauling/jewelers shop


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