Deathworks really hit the nail on the head.
Here are my thoughts after looking at the pictures you posted:
- I'd widen your hallways to 3 wide. Once your population starts really shooting up, 2 tile wide hallways are not big enough for high traffic areas. Consider making the middle a low-traffic area and each side a high traffic area. This tends to have the effect of sorting opposite traffic onto opposite sides of a hallway during bouts of congestion. You may also want to expand your central stairway into a 3x3 to account for traffic. That also conveniently fits in nicely with 3 wide hallways.
Well, I planned on adding additional side hallways and staircases. Is that not enough to relieve traffic?
- If you're storing raw materials on different floors from the workshops they're used in you should have stairways connecting them. Be sure to put these in areas that are convenient for your workers but that are still out of the way from heavy traffic. Nothing worse than your whole fort deciding to use your stone blocks access stairway as the primary connection between the dining room and fortress entrance.
My current workshop design has pairs of workshops with a 2x3 material cache between them and in between 4 of these pairs is a 1x1 staircase that leads to a pair of stockpiles to hold inputs and outputs.
I am looking for better layouts.
- As Dethworks noted, the algorithm a dwarf uses to find raw material is different from the pathing algorithm, and seems to select whatever item is physically closest (in a 3-D absolute distance sense) rather than what has the shortest path. Use this to your benefit by placing stockpiles both above and below your workshops. This is particularly handy for shops like craftdwarf shops, where you could have a stone stockpile immediately above, and a bone stockpile immediately below. This pattern also lends itself to easy expansion, as you just alternate stockpile and workshop floors.
yeah, already knew about that, I have stockpiles right below the workshops, for my next fort I think I might have 2 stockiple levels to seperate inputs and outputs. I'm not sure if I want the inputs or the outputs above the workshops, though.
- Be sure you're thinking in 3-D. Moving up one level on a stair takes the same amount of time that moving over one tile does. For this reason, the most pathing-efficient forts tend to be cubical and incorporate many more z-levels than is intuative given the game's 2-D interface.
I'm trying to think in 3d.
- If you burrow your primary worker dwarfs (recommended) be sure that the burrow has access to everything they need, including food, drink, sleeping quarters and a dining area. Burrowing related groups together (like all magma-industry) can reduce micromanagement.
Not really sure how to utilize burrows yet. Also at the moment, I don't think my fort is set up to allow them to be used properly since food storage is centralized and I have laid it out with entire floors being set for a specific type of room (ie. all my workshops are on a workshop level, most of my bedrooms are on a bedroom level)
- Your depot location seems good from a defensive point of view, but not from a hauling point of view. I usually keep mine adjacent to the central stairwell to reduce hauling distance and surround it with a 1-2 tile wide stockpile (7x7 or 9x9 square centered on the depot) that accepts only goods I plan on trading. That reduces hauling time and makes trading a lot less tedious.
It's not that far from the stockpiles, they are only 3 floors down. What I have listed as temporary stockpile on my pictures is now a wood stockpile so the cutter can bring wood there and another dwarf can bring it inside, and also stores trap components. I can set it to carry other stuff if needed for a trading cache.
- Don't forget about well placement. It's easy to write it off when you have a lot of booze, but for cleaning, hospital and as a backup you'll need something close. It's always a good idea to have a centrally located, artificial, underground cistern that is at least 2 levels deep.
I have a water collection zone set up on one of the ponds aboveground. I need to find a good cavern spot to bring up water before I can get a well going.
If you decide that you don't like your setup and that you'd like to do things differently, don't fret! You can always tear down everything you've built/designated and replace it with the perfect setup. All it takes is a little patience and forethought!
Yep
For the most efficient forts, don't use stairs. Use ramp corridors:
[/list]WUWUWUWU
DFDFDFDFDF
FDFDFDFDFD
UWUWUWUW
Alternating by z-level with
FDFDFDFDFD
WUWUWUWU
UWUWUWUW
DFDFDFDFDF
(F is empty floor U is up ramp, D is down ramp, W is wall.)
Basically, all destinations joined by this corridor have travel distance equal to the maximum of their x-distance and their z-distance; better than if the entire thing was stairs (which would be x + z).
I was wondering if I could use ramps instead of stairs for some things. I'll have to take a look at this.
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Does anyone have any good examples of efficient workshop/stockpile design.
I am also unsure I am making the common areas right. I would love examples of everything.
Anyways, thanks for the tips so far.