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Editing Stockpile design

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[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.<br /> Not all items are represented!<br />''(Click to enlarge)'']]
 
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.<br /> Not all items are represented!<br />''(Click to enlarge)'']]
  
[[Stockpile]]s can be created almost anywhere, can have almost any size, and have many different options. Choosing where to place them, how big to make them, and how to configure their settings constitutes the art of '''stockpile design'''. Efficient stockpile design is one of the most critical aspects of overall fortress efficiency. Stockpile and workflow design is, perhaps, the third most important thing you need to do in your fortress, after keeping dwarves fed and protected. A fortress with poor stockpile layouts will grind to an [[FPS]] death much faster than one designed with efficiency in mind.
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[[Stockpile]]s can be created almost anywhere, can have almost any size, and have many different options. Choosing where to place them, how big to make them, and how to configure their settings constitutes the art of [[Stockpile Design]]. Efficient stockpile design is one of the most critical aspects of overall fortress efficiency. Stockpile and workflow design is, perhaps, the third most important thing you need to do in your fortress, after keeping dwarves fed and protected. A fortress with poor stockpile layouts will grind to an [[Frames per second|FPS]] death much faster than one designed with efficiency in mind.
  
 
== Avoiding hauling-caused job cancellations ==
 
== Avoiding hauling-caused job cancellations ==
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Most workshops take some items as ''input'' and produce other items as ''output''. Consider an entire chain of workshops and products from raw materials to finished products. The closer each workshop's inputs are, the faster your dwarves can process them. When the outputs are in turn used as inputs in another workshop, it makes sense to keep those two workshops close together, to minimize the amount of distance each intermediate product has to move. In many cases, you may not even ''need'' a stockpile for the intermediate products; just let them sit in the first workshop until the second workshop is ready for them. (This depends on the workshop and the products.)
 
Most workshops take some items as ''input'' and produce other items as ''output''. Consider an entire chain of workshops and products from raw materials to finished products. The closer each workshop's inputs are, the faster your dwarves can process them. When the outputs are in turn used as inputs in another workshop, it makes sense to keep those two workshops close together, to minimize the amount of distance each intermediate product has to move. In many cases, you may not even ''need'' a stockpile for the intermediate products; just let them sit in the first workshop until the second workshop is ready for them. (This depends on the workshop and the products.)
  
It's also worth mentioning that heavily congested corridors are extremely inefficient. Your most heavily traveled tunnels should be at ''least'' two tiles wide, and three tiles is better. When dwarves have to squeeze past each other, one of them has to stop moving to let the other go by. Worse, dwarves who are ''about'' to collide will run a path-finding algorithm (which takes computer time), and if an alternative route is available, they'll go out of their way - possibly a ''long'' way out of their way - rather than simply stop and let the other dwarf squeeze by. Try to avoid this.
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It's also worth mentioning that heavily congested corridors are extremely inefficient. Your most heavily traveled tunnels should be at ''least'' two tiles wide, and three tiles is better. When dwarves have to squeeze past each other, one of them has to stop moving to let the other go by. Worse, dwarves who are ''about'' to collide will run a path-finding (which takes computer time); and if an alternative route is available, they'll go out of their way (possibly a ''long'' way out of their way) rather than simply stop and let the other dwarf squeeze by. Try to avoid this.
  
 
=== Stockpile placement ===
 
=== Stockpile placement ===
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A food stockpile accepting meat/fish, raw edible [[crop|plants]]*†, [[cheese]], [[Quarry bush|leaves]], cookable [[millstone|milled]] plants (everything but the [[dye|dyes]]), [[fat]]†, cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]†).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[still|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.
 
A food stockpile accepting meat/fish, raw edible [[crop|plants]]*†, [[cheese]], [[Quarry bush|leaves]], cookable [[millstone|milled]] plants (everything but the [[dye|dyes]]), [[fat]]†, cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]†).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[still|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])'' <!-- Needs 0.40 plant list update! -->
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:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])'' <!-- Needs 0.40 plant list update! -->
 
:''(† These items generally have better uses than cooking: [[milk]] for [[cheese]], [[fat]] for [[tallow]] which is used in [[soap]] and [[crop|plants]] for brewing as cooking will not return seeds.  See [[kitchen]] for more information.)''
 
:''(† These items generally have better uses than cooking: [[milk]] for [[cheese]], [[fat]] for [[tallow]] which is used in [[soap]] and [[crop|plants]] for brewing as cooking will not return seeds.  See [[kitchen]] for more information.)''
  
 
=== Brewing ===
 
=== Brewing ===
  
A food stockpile accepting brewable [[plant|plants]].  Some of these have other uses, like pig tail for making thread, so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.
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A food stockpile accepting brewable [[plant|plants]]*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.
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:''(* [[plump helmet]], [[pig tail]], [[cave wheat]], [[sweet pod]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[longland grass]], [[rat weed]], [[fisher berry]], [[rope reed]], [[sliver barb]], [[sun berry]], [[whip vine]])'' <!-- Needs 0.40 plant list update! -->
  
 
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.
 
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.
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[[Wheelbarrow]]s are tremendously useful tools, when properly applied. They allow a dwarf to move a single item at the dwarf's normal walking speed, ''regardless of the item's weight''. But they have trade-offs, so they should not be used in every stockpile.
 
[[Wheelbarrow]]s are tremendously useful tools, when properly applied. They allow a dwarf to move a single item at the dwarf's normal walking speed, ''regardless of the item's weight''. But they have trade-offs, so they should not be used in every stockpile.
  
A major trade-off is that the dwarf has to walk to the stockpile first to fetch the wheelbarrow, then take the wheelbarrow to the item, and finally back to the stockpile. So, each hauling job may involve a much greater travel distance, and even though all the walking done at full speed, the total time spent may actually increase if you aren't careful.
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The first trade-off is that you may only use 3 wheelbarrows per stockpile. This limits the number of active hauling jobs a single stockpile can generate to 3 (or however many wheelbarrows you assign). This can be worked around by creating multiple small stockpiles with 3 wheelbarrows each, rather than a single large stockpile.
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The second trade-off is that the dwarf has to walk to the stockpile first to fetch the wheelbarrow, then take the wheelbarrow to the item, and finally back to the stockpile. So, each hauling job may involve a much greater travel distance, and even though all the walking done at full speed, the total time spent may actually increase if you aren't careful.
  
 
Wheelbarrows are used by default in stone stockpiles, and for good reason -- stones are ''heavy''! Dwarves, especially [[Attribute#Strength|weak]] ones, will move extremely slowly when hauling a stone without a wheelbarrow or [[minecart]]. It is strongly recommend that if you have any workshops which process stones, you use a feeder stockpile near them (linked to give to the workshop, so the mason doesn't carry a stone all the way from her bedroom!), and use wheelbarrows in that stockpile. This way, the stone is only ever carried by hand for a few tiles, from the stockpile to the workshop, by the mason/mechanic/craftsdwarf doing the work.
 
Wheelbarrows are used by default in stone stockpiles, and for good reason -- stones are ''heavy''! Dwarves, especially [[Attribute#Strength|weak]] ones, will move extremely slowly when hauling a stone without a wheelbarrow or [[minecart]]. It is strongly recommend that if you have any workshops which process stones, you use a feeder stockpile near them (linked to give to the workshop, so the mason doesn't carry a stone all the way from her bedroom!), and use wheelbarrows in that stockpile. This way, the stone is only ever carried by hand for a few tiles, from the stockpile to the workshop, by the mason/mechanic/craftsdwarf doing the work.
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{{Category|Guides}}
 
{{Category|Guides}}
 
{{Category|Stockpiles}}
 
{{Category|Stockpiles}}
[[ru:Stockpile design]]
 

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