![]() The doors in the hallway lead to large, multifunction rooms. A typical modern, 2-tile-wide hallway may appear as below: Modern style architecture revolves around a no-nonsense approach to space usage, usually with long straight corridors and multi function rooms that contain multiple workshops or other points of interest. One means of fort design is the no-nonsense modern design. Fortress interior design is critical to productivity. It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things. This means a dwarf will ignore a stone stockpile three squares from the workstation and travel the long way around to two z-levels down to grab a stone directly underneath them.įor more information on how to dig passages and structures in a 3D map, see digging. It is also worth noting that when deciding where to go to get something (say, a stone for crafting), when traveling up or down, the locations of stairs/ramps are ignored. Optimally, a fortress should be more like a cube, rather than a pancake. And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking and breaks, it adds up fast. While this is example uses tiny distances, the idea is the same for larger ones - 15 tiles on one level is the same "distance" as 14 z-levels up or down. So, rather than moving from a workshop a couple tiles to the door, and then a few tiles down a short hall, and then a couple or more into the side entrance of a "nearby" storeroom (total of maybe 7+), it's closer to put a stair or ramp in that workshop, and for that same dwarf to move over 1, down or up 1, and directly into the what could be the middle of a storeroom on the next level. It's important to remember that 1 z-level up or down is the same distance for dwarf to walk as 1 tile in any horizontal direction. 4.2 Curtain Walls, Orchards and Farmland.I think it's only on reclaiming the player's previous forts, as reclaiming a worldgen fort that was wiped out allows the items in it to be unforbidden and used. ![]() Items from a reclaimed fort seem to be sometimes buggy in that they can be marked for dumping but are never hauled for dumping or placement in a stockpile. This is also known as a quantum stockpile because the tile can hold an unlimited amount of items. If it's attached to the skeleton though, it can't be used.Ī garbage zone simply is where items marked for dumping are dumped. Severed pieces of sentients can be used for crafting however, such as a severed arm that rotted away to bones. The same with sentient invaders their corpses will clutter your refuse stockpile. After they die otherwise they are unusable. Stray animals will not be buried unless they are pets, so those can clutter a corpse stockpile as they can't be used for crafting or butchered without being set for butchering while alive. Corpse stockpile handles fort residents and animals. Refuse stockpiles are for refuse items, which include corpses of non-fort residents and animals, such as goblin invaders. That way when you run out it's automated to build more, if the order is set to repeat. If you have run out of barrels and your food stockpile is full of items outside of barrels, you can set a workshop order in your carpenter or stoneworker workshop to something like make 10 barrels/stone pots when under 10 empty barrels are available. If you have stockpile space make sure you have dwarves able to haul the item in time to make it to the stockpile. The room itself will still fill with miasma however. You can make diagonal entrances to your refuse stockpile because miasma doesn't flow diagonally through such gaps. You can have the workshop outside or add a ceiling above a room that was open to the outside originally.
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