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Author Topic: Post how your workshops are set up!  (Read 8996 times)

Broseph Stalin

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Re: Post how your workshops are set up!
« Reply #15 on: May 26, 2012, 11:05:31 am »


Not very space effective though. Lining them up against a wall makes everything nice and compact. For Dwarves, there's designing workspaces, and spaces for workshops.
This design can hold 32 workshops, if that runs out of space you can hollow out workshops in the free spaces behind the stockpiles as well. Each workshop is within eleven urists of its relevant stockpile so there's very little time wasted gathering materials.

ab9rf

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Re: Post how your workshops are set up!
« Reply #16 on: May 26, 2012, 11:14:33 am »

I have a quickfort template that makes four 5x9 rooms arranged around a central 5x5 square, with a 2x2 hallway all the way around the outside and 2x2 up/down stairs in each of the four corners.  I recently added more stairwells so there are now 12 2x2 stairwells dispersed on the perimeter. 

Seven of these stacked vertically makes the manufacturing center of the fort.  Each room holds two workshops, surrounded on all sides by appropriately matched input stockpile.  (Plant type D workshop rooms get three workshops, but one of them is a quern and thus can be squeezed in between the still and the farmer's workshop; similarly, plant type F workshop rooms get three querns.)  I put 11x11 stockpiles on the perimeter as needed for output or overflow input.  Level 4 also typically sports an eggery, located near the butcher.

Level 1: mason/mechanic/carpenter/craftsdwarf (stone)
Level 2: plant processing (types A/B/C), fishery
Level 3: plant processing (types D/E/F), cheesemaking
Level 4: kitchen/butcher/tanner/leatherworker
Level 5: loom (x2)/dye (x2)
Level 6: clothiers (x3)/craftsdwarf (bone)
Level 7: wood furnace/ashery/soapmakers/craftsdwarf (bone)

I'm coming to the conclusion that I don't need two sets of dye shops, and will probably replace one of those with a craftsdwarf.

Metalworking, smelting, glassmaking, and kilns are separate from this structure because of the need for magma.  I used to have a template for magma workshops but it doesn't work well with minecarts, so I've been experimenting with different approaches. 
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FFXBHU

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Re: Post how your workshops are set up!
« Reply #17 on: May 29, 2012, 12:42:12 pm »

My new design, it's space efficient and when the stockpiles are arranged properly theres only a few steps between raw materials and the workshop.
Spoiler (click to show/hide)

This, but all space between workshops are up/down stair. On the top and bottom layers are stockpiles, amount of layers depending on industry. Bottom holds raw materials, top holds finished product. Stairs continue in same pattern as stockpiles can be build on top of them and allows maximum efficiency pathing through Z-levels
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somebody64

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Re: Post how your workshops are set up!
« Reply #18 on: May 29, 2012, 12:50:26 pm »

I simply build a long hallway, large enough to place workshops on both sides and still have room to walk, with the stockpiles nearby, carpenter and jewelers workshops however, i place in the stockpiles.
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Tibbz2

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Re: Post how your workshops are set up!
« Reply #19 on: May 29, 2012, 01:17:38 pm »

I'm lazy and just do a 10x10 room, workshop in the middle, then stockpile of the raw material it uses around it...
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khearn

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Re: Post how your workshops are set up!
« Reply #20 on: May 29, 2012, 01:22:02 pm »

I have little clusters of 4 shops around a stairway that goes up and down to the center of 7x7 stockpile rooms.
Code: [Select]
z-1 & Z+1
WWWWWWWWW
W=======W    W = Wall
W=======W    = = stockpile
W=======W    X = up/down stairs
W===X===W    1,2,3,4 = workshops
W=======W
W=======W
W=======W
WWWWWWWWW

z=0
WWWWWWWWW
W111W222W
W111W222W
W111W222W
WW.WXW.WW
W333W444W
W333W444W
W333W444W
WW.WWW.WW
.........

I group shops that use similar inputs, such as mason & mechanics or carpenter & wood furnaces. This puts the worker about 4 steps from his raw material.

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Vodrilus

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Re: Post how your workshops are set up!
« Reply #21 on: May 29, 2012, 01:24:58 pm »

I'm a central stairway guy, myself. The recent incarnation of this is in Boltssavage:
Spoiler (click to show/hide)
With my elephant hunters producing limitless amounts of food, I've had to extend my meat stocpile:
Spoiler (click to show/hide)

edit: fixed img url typo
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Sting_Auer

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Re: Post how your workshops are set up!
« Reply #22 on: May 29, 2012, 01:34:17 pm »

Code: [Select]
00000000000000000000000
0++++++0+++0+++0++++++0
0++++++0+++0+++0++++++0
0++++++0+++0+++0++++++0
00++++00000x00000++++00
+++++++++++++++++++++++


+ is floor
0 is wall
x is door


The 3x6 rooms are workshop areas, the 3x3 rooms are houses. I mirror the design right below with a 1 tile wide path going down the middle of the work cells.

I have a storage area for the respective workshop type close by.
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MaxZero

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Re: Post how your workshops are set up!
« Reply #23 on: May 29, 2012, 01:36:26 pm »

I differ considerably, i guess i prioritise what i think looks nice over efficiency

Spoiler (click to show/hide)
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magicwalker

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Re: Post how your workshops are set up!
« Reply #24 on: May 29, 2012, 01:40:18 pm »

I have concerns about the amount of "multiple routes" created by some of the design strategies. If you have a bunch of up/down stairs everywhere creating a bunch of different ways to get to say a stockpile directly below the workshop, does that have an negative impact on FPS?
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Martin

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Re: Post how your workshops are set up!
« Reply #25 on: May 29, 2012, 02:23:53 pm »

Interesting that everyone does 11x11 or 7x7. I always do 9x9. I do that because I can designate a huge space, and then shift-move to de-designate to create the walls. It's just really fast. 9x9 usually looks like this:


Code: [Select]
++++D+D++++
+WWW   WWW+
+WWW   WWW+
+WWW   WWW+
D         D
+         +
D         D
+WWW   WWW+
+WWW   WWW+
+WWW   WWW+
++++D+D++++


With the NSEW adjoining rooms holding stockpiles and the diagonal rooms usually having stairs/food/booze/tables, etc. The double doors and 3-wide allows more traffic and you can stuff the occasional 1x1 workshop like querns in there as well. The 9x9s also divide up nicely into 3x3 rooms with a 1-wide hallway or 4x4 rooms with external access, stuff like that. Sanctuary is largely built around that 9x9 pattern - mainly with three 9x19 spaces stacked for each bunker and 9-wide spaces around each bunker to provide room for 4 rail lines plus a 1-wide maintenance access, short lines, pumps for water/magma, etc. Without the shift-move designating, it'd have taken ages longer to design.

HunterBlackLuna

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Re: Post how your workshops are set up!
« Reply #26 on: May 29, 2012, 04:39:45 pm »

Typically what I'll do is either put workshops right next to the main stairs or on their own level, and I really only build them with two concerns; not being noisy and bothering sleeping dwarves, and being able to secure it against failed mood psychos. So I'll just build a row of individual little rooms for each workshop that, with a single wall, can be sealed completely. As soon as someone with a mood stops gathering material, I'll wall them in, unless a caravan comes or something. Other than these concerns I honestly don't make the workshops that elaborate or even skillfully.

The walling-in tactic also allows you to gain a more full appreciation for how turrible Urist McMason's thought process is sometimes, and, if you're feeling like the avatar of karma that day, you can just leave him in there and see if he gets unlucky with 1 in 3 odds and gets ripped apart.
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Megaman3321

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Re: Post how your workshops are set up!
« Reply #27 on: May 29, 2012, 08:25:05 pm »

Code: [Select]
X   X
 XXX
 XXX
 XXX
X   X
This allows me massive amounts of expansion and flexibility for the least amount of doors. It also makes for a rather good (if slightly inefficient) exploratory mining scheme. Basically, I use this setup for pretty much everything.
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Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
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Friendstrange

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Re: Post how your workshops are set up!
« Reply #28 on: May 30, 2012, 02:59:27 am »

I always surround my main workshops with the relevant material stockpiles. Or at the very least make it so that a relevant stockpile is right next to it. Not to mention having workshops that complement each other nearby like:
[Carpenter] [Smelter] [Forge] [Kiln] [Glass Furnance]
[---------------corridor-------------]
[Wood Burner] [Ashery] [Soapmaker]

And these would near a kitchen to provide tallow for the soapmaker, who would have the only lye and tallow stockpile in the whole fortress. Meanwhile, the Ashery would have the only stockpile that accepts ash blocks surrounding it, and the wood burner would have all the random wood I dont plan on using, while the carpenter has the only tower cap/black cap/fungiwood/nethercap/blood thorne stockpile in the fortress.
The same setup goes for the rest of the industries.

[Mason] ] [Mechanic] [Craftdwarfs]
[---------------corridor-------------]
[Mason] [Jeweler] [Jeweler]

Workshops (in the process of being smoothed):
Spoiler (click to show/hide)

Forges:
Spoiler (click to show/hide)

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Vodrilus

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Re: Post how your workshops are set up!
« Reply #29 on: May 30, 2012, 03:09:59 am »

-snip-
I admire your workshop synergy. A minor note: Your jewelers can't go straight to the right -- their workshops block the path.
I think I'll try a similar setup in my next fort. I've got the idea to set up all families with their appropriate workshops so they live right next to their 'shops. I expect kiloproject level micromanagement.
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