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Author Topic: Quantum Dwarven Industrial Complex  (Read 11955 times)

Hyndis

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Quantum Dwarven Industrial Complex
« on: August 09, 2012, 02:54:15 pm »

Edit 8/15:
Quantum industrial complex in practice in my current fortress:
http://mkv25.net/dfma/poi-29675-quantumindustrialcomplex



Here is a design to compress your entire industrial output and storage into a small and compact industrial complex all located on the same level. Note that in this design I'm using 3 workshops of each type. You do not need to use as many workshops, or you could use more, so this design can be scaled up or down at will.

This design heavily abuses quantum stockpiling from mine carts. When a mine cart hits a track stop that has dumping enabled, all items will be dropped to the direction the stop is programmed to dump items. This is completely safe and will harm no dwarves. No mine carts are ever out of control as all mine carts are guided. No pushing or riding, only guiding allowed. You will not have any fatalities due to mine carts with this factory complex.

Another perk of this factory complex is that it requires zero wood. You don't need to make a single bin. Due to the quantum nature of storage and the new hauling behavior involving bins, using bins will significantly reduce efficiency. Not using bins actually improves efficiency.


And now onto the design itself. Behold, my dabbling skills in MS Paint!

Spoiler (click to show/hide)

Here is the key for the tiles:

Black = walls
Brown = workshop
Green = stockpile
Yellow = minecart tracks
Blue = booze

(Apologies for the poor quality for the flowchart. I find that MS Paint is actually very good for drawing thing on a pixel basic, which lines up to a per tile construction in DF. Its very poor for flowcharts.)


Don't allow any stockpiles to use bins to make this work. No bins! Nope. You don't need them. The central stockpile acts as the sorting depot. It accepts nearly every type of item in the fortress.

Items from the main sorting stockpile are divided up into multiple different 1x1 quantum stockpiles using minecarts. The quantum stockpiles are next to relevant workshops to boost efficiency.

You will get a lot of haulers doing short hauling jobs, moving things a few steps each time. Once a cart is full the cart will be guided to its stop, where it will dump the items next to the stockpile that uses those item types.

The main sorting stockpile will of course require input in order to function. In order to supply it bones and skulls for crafting as well as stone and ore build a mine cart route and track from your butchery workshops (likely located near your kitchens and dining hall) and from your quarry area (including obsidian mine). These mine carts can be dumped right into the sorting stockpile still using the quantum method, and then reloaded into carts on other destinations.

To further separate out what items are stored where, I build two stockpiles that store finished goods, weapons, and armor. The stockpile on the side of the forges, jeweler, and crafts workshops accepts only masterwork and artifact grade items. These items are decorated continually so they menace with spikes of bling. The stockpile on the smelter side accepts low quality finished goods, weapons, and armor. Periodically just mass designate that entire 1x1 square for melting, and put the smelter to work melting down the goblinite or low quality rejects from your forges should any weapons or armor fail to live up to expectations.



Not addressed in this stockpile is the manufacture of clothing items. I suggest creating a small area that includes pig tail farm, 1 farmer workshop, 2 looms, and 1 clothier workshop. Also include a stockpile for pig tail plants and pig tail seeds.

Then create an additional stockpile that accepts clothing items only. Have that same stockpile also act as a refuse stockpile which accepts no types of refuse. This means no refuse will be hauled to the stockpile, but any clothing items on it will rot away to nothing. Allow the clothing/refuse stockpile to use bins. Clothing will be continually produced and recycled in this room. Excess clothes will just go away on their own with no intervention needed. Dwarves who need new clothes will pick it up before it has a chance to rot. Clothes not needed will rot away over a period of months.
« Last Edit: August 15, 2012, 12:19:46 pm by Hyndis »
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GoombaGeek

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Re: Quantum Dwarven Industrial Complex
« Reply #1 on: August 09, 2012, 02:59:39 pm »

Absolutely brilliant.

So where does the glassmaking industry go?
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #2 on: August 09, 2012, 03:03:03 pm »

Absolutely brilliant.

So where does the glassmaking industry go?

I actually don't use glassmaking that much, but glassmaking really doesn't make use of any hauling. All you need is sand and magma. Its easy enough to make sand anywhere. Just get an area muddy, make a farm field over it, plant a season worth of crops, and that should then turn into soil of whatever biome you're in.

Same deal with pottery. You just need clay and magma. Its the same setup, but in both cases you don't need to move things or stack things.
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Loud Whispers

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Re: Quantum Dwarven Industrial Complex
« Reply #3 on: August 09, 2012, 03:09:21 pm »

Another perk of this factory complex is that it requires zero wood. You don't need to make a single bin. Due to the quantum nature of storage and the new hauling behavior involving bins, using bins will significantly reduce efficiency. Not using bins actually improves efficiency.
I still play on .07 :P

Iosyn

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Re: Quantum Dwarven Industrial Complex
« Reply #4 on: August 09, 2012, 03:32:15 pm »

Very nice, but I tend to stick with 2 tile width corridors at the max-- however since the introduction of minecarts I'm thinking of upgrading that to a minimum of 3-wide along common passageways to allow a minecart track down the middle. Shouldn't have any injuries with guided carts, and give/take stockpiling is pretty damn efficient.

Could make the main pillar a spiral up/down staircase to dorms, barracks and dining rooms.

I usually base my metal industry closer to the ore and just mine out from there on a lower level, but the extra pathfinding tends to slow me right down.

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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #5 on: August 09, 2012, 04:40:37 pm »

I find that I tend to have large bursts of traffic. Generally either there is no traffic at all, or huge amounts of traffic all at once, so I build wide corridors. I also like the look of wide, spacious corridors and great halls.
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Iosyn

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Re: Quantum Dwarven Industrial Complex
« Reply #6 on: August 09, 2012, 05:10:18 pm »

Yeah, always good to have a wide, centralized food and booze stockpile or two.
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doublestrafe

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Re: Quantum Dwarven Industrial Complex
« Reply #7 on: August 09, 2012, 11:46:47 pm »

Why are the stockpiles embedded in the walls and not in the centers of their localized areas? Seems like you're adding extra walking and crowding there.
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #8 on: August 10, 2012, 11:07:17 am »

It just keeps them out of the way. While efficiency could of course be improved, I don't like the ugly look of random stockpiles laying around the floor unless there is a good reason for them to be there.
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PaleBlueHammer

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Re: Quantum Dwarven Industrial Complex
« Reply #9 on: August 10, 2012, 01:36:08 pm »

Excellent!  Additionally of course if you don't want to use the full implementation of the minecart system, you can replicate this using just the stops.  One stop, one minecart set to dump, there's only 1 tile it can occupy so it never moves, it just serves as a mechanism to plop anything it gets into a quantum pile.  That's how I automate my indoor refuse pile (into magma) and curiously I never thought to put them in for all my stockpiles.  Removing the tracks means more dwarf hauling of course.
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smakemupagus

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Re: Quantum Dwarven Industrial Complex
« Reply #10 on: August 10, 2012, 02:07:45 pm »

very nice, thanks for posting!

Buttery_Mess

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Re: Quantum Dwarven Industrial Complex
« Reply #11 on: August 10, 2012, 02:13:29 pm »

Corridors? What's the point of a corridor? Or walls, for that matter?
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PaleBlueHammer

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Re: Quantum Dwarven Industrial Complex
« Reply #12 on: August 11, 2012, 09:29:47 am »

Building something like it this morning, I find my dorfs are getting stuck in stockpile loops.  There are, after all, competing stockpile spaces, and one will always be over-full.  Maybe I missed something in the stockpile rules for this setup?

Edit:

You could have the track stops dump onto a plain non-stockpile tile, but that kind of defeats the purpose.  Plus the dorfs will still try and take those goods back to the main stockpile manually, as they will just be sitting on the floor.

You need to have the main pile set as accepting from anywhere in order to gather materials from all around the fort, so it will always want to relieve the overstocked quantum piles.

You can set all the workshops to pull from the quantum piles, but that doesn't help with the stockpile management itself.

How do you keep your dorfs from manually pulling from the quantum piles?
« Last Edit: August 11, 2012, 10:08:14 am by PaleBlueHammer »
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Quote from: misko27
If adamantine is revealed for more then 2 years without being completely mined it all turns into galena. Useless, Useless Galena.

wuphonsreach

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Re: Quantum Dwarven Industrial Complex
« Reply #13 on: August 11, 2012, 10:51:47 am »

Dwarves will not touch items in quantum stockpiles, as long as those stockpiles are set to accept the items being dumped on them, or there is a stockpile that specifically pulls from the quantum stockpile.

So my guess is that you have not set the 1x1 quantum stockpile up correctly.

I do something similar on my mason workshops.  I setup (4) mason workshops, with a 1-tile gap between them.

Code: [Select]
.............
...SSSSSSS...
...SSSSSSS...
.SSMMM|MMMSS.
.SSMMMVMMMSS.
.SSMMM*MMMSS.
.SS->*.*<-SS.
.SSMMM*MMMSS.
.SSMMM^MMMSS.
.SSMMM|MMMSS.
...SSSSSSS...
...SSSSSSS...
.............

M = mason workshops
S = source stone stockpiles, 1 per specific type of stone that I'm looking for (or by color)
| or - is the "pickup" track stop
^ / > / < / V - are the dump directions for the "dump" track stop
* = quantum stockpile for the stones

The quantum stockpiles are setup to accept all stones, but only pull from links, no wheelbarrows.
The stone stockpiles are limited to a specific stone type (or set of stones that match colors), and have (3) wheelbarrows assigned.
The track is 2-tiles long (you could do a 1-tile long track, but... meh).

With the quantum stockpiled stone being in the center "*" tiles, the four workshops all have all four types within easy reach.  By changing which stockpile gives (via links) to which workshop, you can change the material/color of the workshop output.
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PaleBlueHammer

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Re: Quantum Dwarven Industrial Complex
« Reply #14 on: August 11, 2012, 11:09:56 am »

Does the track have any bearing on it I wonder?  I am just using the track stops with a minecart on it, set to take from my intake stockpile and dump immediately, no movement at all or pushing or guiding.

Edit: Figured it out, I was making a FOOD stockpile and forgot about barrels.  Reducing both intake and output to 0 barrels solved the problem.

... kinda.  Booze requires barrels, and meat without barrels goes bad quickly.  Ah well.
« Last Edit: August 11, 2012, 01:11:11 pm by PaleBlueHammer »
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Quote from: misko27
If adamantine is revealed for more then 2 years without being completely mined it all turns into galena. Useless, Useless Galena.
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