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Author Topic: Workshop layouts  (Read 13208 times)

silverskull39

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Re: Workshop layouts
« Reply #15 on: March 20, 2010, 03:13:46 pm »

my workshop layout leaves much to be desired... it's kind of...Organic? I just kinda place them where I need/want them and build around them usually. Unless one is really getting in the way, but other than that it's just kind of whatever goes. Usually this leads to a sprawling dwarven metropolis with many twists and turns and unexplainable building/stockpile placements.

given how most dwarves act when given the chance, I figure confusing and arbitrary is how they would likely build their cities if left to their own devices. Not counting the game generated ones, obviously.
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Sutremaine

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Re: Workshop layouts
« Reply #16 on: March 20, 2010, 06:10:30 pm »

(Anybody know a way to replace dug-out spaces with the natural walls that once occupied them? A hack, probably)
Yep. You'll need something that can edit tile properties (Tweak will, but works only in 40d), and do it by hand.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

NW_Kohaku

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Re: Workshop layouts
« Reply #17 on: March 20, 2010, 06:22:43 pm »

For simple space-efficiency, I tend to have a fairly simple, but unfortunately ugly, plan:

I build a warehouse for a certain type of material to one side of a stairwell, and a warehouse for all its products on the other side.  I put walls on all orthagonal tiles to the stairwell, so that maisma cannot spread so easily between floors (unless something dies on the stairwell.)  I generally make the stairwell two adjacent stair tiles, or sometimes a 2x2 grid of stairs.

On all subsequent floors, I spread workshops out in an open room... I might put one tile of space between workshops, or might not, depending on how how many tiles are inaccessable for a given workshop.

For my magma forges, I just dig a couple trenches, mash the forges right next to each other on the trench (with holes only cut out on tiles that will be covered with inaccessable tiles from the workshop), and put the warehouse in the space between the two trenches, with the sand gathering (for glass forges) directly above.

This is, however, fairly ugly, and I will work on finding a new way to do this in future forts.
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duckets

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Re: Workshop layouts
« Reply #18 on: March 20, 2010, 07:17:49 pm »

Mine resembles a swastika, am I allowed to post it?
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jarathor

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Re: Workshop layouts
« Reply #19 on: March 20, 2010, 09:05:48 pm »

This is the image I posted in the old huge bedroom design topic - but it does show the way I lay out my workshops and their warehouses.
Spoiler (click to show/hide)
It isn't great for pathing - all of those staircases mean more possibilities - but it is pretty space efficient.
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Blargityblarg

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Re: Workshop layouts
« Reply #20 on: March 20, 2010, 09:58:53 pm »

Mine resembles a swastika, am I allowed to post it?

Assuming it was done out of architecture, then yes. If the rest of your fort is shaped like a Holocaust denial, then probably no. Given that you thought you had to ask before you post it, I'd say you fit into the first category.
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NW_Kohaku

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Re: Workshop layouts
« Reply #21 on: March 20, 2010, 11:59:08 pm »

There's also the whole "swastikas were a religious symbol before Hitler came along" angle, too.

Still, honestly, if you want to go for space efficiency above all else, walls and doors are totally optional.  I'm surprised that more people don't go for the big room crammed with workshops.

I actually have something of a "sweatshop" in my fort - I packed two floors below my fort with 5 farmer's workshops, 5 looms, 5 dyer's workshops, and 5 clothier's workshops, all in three rooms, with a stockpile in the floor in the middle (so as to reduce distance from product to stockpile to next step in the process), which was all located off of a staircase just across the hall from my farms.

No part of the process from pig tail seed to masterwork midnight blue pig tail sock requires moving more than 20 tiles, excepting the stockpiles where the socks wind up (which tend to be near the trade depot, and it's massive "final product" warehouses).
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LoneJedi7

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Re: Workshop layouts
« Reply #22 on: March 21, 2010, 01:18:19 am »

EDIT: My planned workshop layout:
Code: [Select]
╔═══╗ ╔═══╗ ╔═══╗ ╔═══╗
║+++╠═╣+++╠═╣+++╠═╣+++║
║+++┼+┼+++┼+┼+++┼+┼+++║
║+++║+║+++║+║+++║+║+++║
╚╦┼═╝+╚═┼═╝+╚═┼═╝+╚═┼╦╝
 ║+++X+++++++++++X+++║
╔╩┼═╗++++++=++++++╔═┼╩╗
║+++║++=+++++++=++║+++║
║+++┼+++╔══┼══╗+++┼+++║
║+++║+++║+++++║+++║+++║
╚╦┼═╝+++║+++++║+++╚═┼╦╝
 ║++++=+┼+++++┼+=++++║
╔╩┼═╗+++║+++++║+++╔═┼╩╗
║+++║+++║+++++║+++║+++║
║+++┼+++╚══┼══╝+++┼+++║
║+++║++=+++++++=++║+++║
╚╦┼═╝++++++=++++++╚═┼╦╝
 ║+++X+++++++++++X+++║
╔╩┼═╗+╔═┼═╗+╔═┼═╗+╔═┼╩╗
║+++║+║+++║+║+++║+║+++║
║+++┼+┼+++┼+┼+++┼+┼+++║
║+++╠═╣+++╠═╣+++╠═╣+++║
╚═══╝ ╚═══╝ ╚═══╝ ╚═══╝

this is actually a pretty sweet design, with just a few modifications it can be expandable and a little more practical. (ie: no need for doors on any shops other than butchers and tanners to keep miasma from spreading if you accidentll leave out dead animal skins)
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immibis

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Re: Workshop layouts
« Reply #23 on: March 21, 2010, 01:45:34 am »

(ie: no need for doors on any shops other than butchers and tanners to keep miasma from spreading if you accidentll leave out dead animal skins)
What about strange moods?
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Eater of Vermin

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Re: Workshop layouts
« Reply #24 on: March 21, 2010, 02:55:04 am »

Because of pathing issues, my forts tend to be vertically based with the workshops in 3x3 cells crammed back to back in 6x2 blocks.  Between each block I run 3 wide corridors (with priority pathing down the middle) and lots 'n lots of stairwells. 

The level below is input & intermediary stockpiles, the level above is output stockpiles.

This allows for maximum cramming of workshops with good efficiency, but it certainly doesn't look pretty.

But pretty? These're dwarves!  Pretty is for elves and humans.   ;D
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TheBeardyMan

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Re: Workshop layouts
« Reply #25 on: March 21, 2010, 07:58:42 am »

15x15 rooms, with 9 evenly spaced up/down (usually; sometimes only up) stairways dividing it into 16 3x3 areas, each of which gets a workshop as available labour and materials for the industry in that room increase. The up stairways lead to a similar 15x15 room above, which is always a stockpile relevant to the industry. If there are down stairways, they lead to a similar 15x15 room below, which is another stockpile relevant to the industry. The industries that don't have stairs to stockpiles below are high temperature industries (area reserved for magma channels), and mills (area reserved for axles and gearing). Fisheries are a special case that requires 4 z-levels: water, fishing platforms, workshops, and stockpiles.
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telamon

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Re: Workshop layouts
« Reply #26 on: March 23, 2010, 03:18:13 pm »

I don't think tweak can restore natural walls. It, if anything, requires some messy hex editing.
And I greenhouse all my food-handling workshops. (To be exact, I use tweak to set them to above ground tiles. Reflooring them is messy and it blocks future megaconstructions.) So I need not worry about miasma.
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Sutremaine

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Re: Workshop layouts
« Reply #27 on: March 23, 2010, 05:44:29 pm »

(ie: no need for doors on any shops other than butchers and tanners to keep miasma from spreading if you accidentll leave out dead animal skins)
What about strange moods?
Treat those like the butcheries. If the design's expandable then doors can go anywhere, yes?

Tweak (Gibbed's 1.3.0.0, if there are multiple versions around) will restore natural walls, you just need to find a natural wall of the sort you want and then use it as a template. Since the geo and layer layers are going to be already correct if you're restoring walls rather than creating them out of nothing, all you need to do is change the type so that the tile is a wall, a floor with a ., a floor with a ', an up stair, etc.

These values are all correct for the layer stone of the relevant tile. Clusters and veins are sort of 'painted on' to the underlying layer stone, and building a construction on clusters and veins removes this 'paint'. This is not determined directly by the [LAYER] tag, but by the geography of your site. (In vanilla, this only applies to the obsidian around the top of a magma pipe, and probably any obsidian floor you make yourself out of the pipe's obsidian.)

Rough wall: DB 00
Rough floor: 50 01, 51 01, 53 01
Up stair: 39 00
Down stair: 38 00
Up / Down stair: 37 00
Up ramp: ED 00
Down ramp: 01 00

Rough wall, special: B8 01

By 'special', I mean 'whatever was on that tile immediately before you Tweaked it'. Layer stone, cluster stone, ore, gems...
I don't have the type values for anything other than a wall, but you don't need 'em anyway except to save time.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Brodiggan

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Re: Workshop layouts
« Reply #28 on: March 23, 2010, 06:03:19 pm »

I like to keep craftsmen as close as possible to their workshops and supplies to cut down on travel time and malingering, so I lay out most of my fortress (or at least the workspace parts of it) in little hexagonal work blocks with a couple beds each.

I start by dropping three staircases down into the area I'm going to be building in like so:
Spoiler (click to show/hide)

Then I mine out rough hexagonal areas between the stairs. (I usually don't jump right into mining though, I figure out what workshops I'm going to put where, and if any of them need to have walls and doors to shut in mad crafters. If they do, I'll leave those walls unmined.)
Spoiler (click to show/hide)

Each block can have up to 6 workshops (blue blocks), 2 beds(small B's), and storage areas for finished goods, food, booze, and supplies.
Spoiler (click to show/hide)

As I mentioned before, for workshops that may be claimed by a dwarf in a strange mood, it's a good idea to leave some walls in place, so the only way to access the workshop is through a door (just in case you have to shut someone in). If you do dig out one of these walls by accident (or just want to use up some stone) it's easy enough to just reconstruct any walls you need. The specific square (or squares) dug out for doors depend on the workshop layout.
Spoiler (click to show/hide)

Just a side note, but one of the usual problems with putting beds near workshops is the noise, but with the workshops spaced just wide enough, the two bed locations in the center of the room are noise free.
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Sutremaine

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Re: Workshop layouts
« Reply #29 on: March 23, 2010, 07:10:21 pm »

Doesn't matter right now. Workshops don't produce noise and everything else except waterwheels is a one-time kind of job.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
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