quote:
Originally posted by Seryntas:
<STRONG>Yeah, but you do need to clear rocks out of a door to close it. Like at the beginning of spring, when it's time to open the floodgates.The ability to tell dwarves to clear one area free of stone before another would be nice, as would the ability to tell them to ignore stone and only haul ore from a particular location. Right now I have dwarves grabbing grey stone from the deep mines (where I really only want them to drag iron ore and platinum nuggets), and yet the finely-engraved floors of my legendary dining room are still covered in the stone from its building.</STRONG>
Amen, brother! I HATE open doors! Among the work-arounds you might try until the problem is better addressed is to remove and rebuild the door. If you devote enough labor to furniture haulage, this can usually be done in a week or two, tops.
As for clearing out stones in the prevent version: I shift my mason's workshop and training catapults around to mop up. Secondary stone consumers are stone crafts and mechanisms. I wouldn't dream of hauling them all out.
quote:
Originally posted by Zack Weinberg:
<STRONG>(snip)In theory I could just do it and the dwarves would move everything as necessary, but in my experience, any construction operation on floor with stuff on it may get cancelled because of "Item blocking site", instead of the builder moving the item, and this seems to happen more often when the problem item is heavy.</STRONG>
This is caused (as pointed out above) by items that need moving already being tasked. The problem is that, too often, your new workshop will need a raw material - and therefore has tasked it - that's in the way of another project. The least-worst solution I know of is to:
1) Undesignate any stockpiles in the area.
2) Stop labor that would task the objects in the way of the new workshop positions. Use the 'j' menu, option 'r' to remove job, for finer control or quick fixes.
3) Once the crap on the floor stops moving about, build the new workshops. When you get a workshop suspended, either delete it and try again with another raw material, or wait for the object in the way to be moved. In some cases where the floor is piled high it may be necessary to build a new workshop with at least 1 grid of space between it and its neighbors.
After reading some pointers from better players than myself, I've gotten away from using finished goods stockpiles nearly as much. Like them, I nowadays often prefer to just let the output accumulate around the workshop, which is re-built as needed to shovel out the clutter. This will hopefully not be quite as necessary in the new version...
[ October 05, 2007: Message edited by: Fedor ]