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{{quality|Masterwork|03:33 27 December 2011 (UTC)}}{{av}}
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= Overall Economic Flowchart =
:''For the game concept added with the baron, see [[Dwarven economy]].''
 
  
= Overall Economic Flowchart =
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Each process on the economic flowchart has the following components:
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.<br /> Simplified or out of date - many arrows missing!<br />''(Click to enlarge)'']]Each process on the economic flowchart has the following components:
 
 
* Inputs (on left) - the process will use up these raw materials.
 
* Inputs (on left) - the process will use up these raw materials.
 
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path.  
 
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path.  
 
* Outputs (on right) - These are the goods that are produced by the economic activity in question.
 
* Outputs (on right) - These are the goods that are produced by the economic activity in question.
<br /> <br />
 
  
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== Raw Materials ==
  
== Raw Materials ==
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:assign these jobs through the designate or zone options.
  
[[Wall]]s -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gem]]s or [[Coal]] or [[Lignite]]
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[[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]
:{{K|d}}esignate -> Mine
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:{{K|D}} -> Mine
  
[[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood cutter]] -> [[Wood]]
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[[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood Cutter]] -> [[Wood]]
:{{K|d}} -> Chop Trees)
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:{{K|D}} -> Chop Trees)
  
[[Wall]]s -> [[Engraving|Stone Detailing]] -> [[Room#Room_grades|Room Quality]]
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[[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]]
:{{K|d}} -> Smooth Stone and {{K|d}} -> Engrave Stone
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:{{K|D}} -> Smooth Stone and {{K|D}} -> Engrave Stone
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.
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:The reason you do this is to give your dwarves happy [[thought]]s, which has a beneficial effect. Also with economy the rent rises with room quality
  
[[Water]] -> [[Fishing]] -> Raw [[Fish]]
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[[Water]] -> none/[[Fishing]] -> Raw [[Fish]]
:{{K|i}} -> Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional.
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:{{K|I}} -> Fish, do this at the level above the water
  
Wild [[Animal]]s -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse]]s
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[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]]
:Dwarves will do this automatically without your input after the labour is enabled. [[Ambusher|Hunt]]ing can be a dangerous task; see the relevant article for details.
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:Assign any dwarf the hunt job
  
[[Shrub]]s -> [[Herbalist|Gather Plants]] -> [[Crop]]s
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[[Bush|Bushes]] -> none/[[Herbalist|Gather Plants]] -> [[Crops]]
:Use {{K|d}} ->{{K|p}} to designate an area in which to gather.
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:{{K|D}} -> Gather Plants
  
== Secondary Products ==
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[[Crops]] -> [[Food#Eating|Eating]] -> [[Seed]] x 2
:Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether.
 
  
[[Seed]] -> [[Farm plot]]/[[Farming|Farming (fields)]] -> [[Crop]]s
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[[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]]
 +
:The Farm Plot while it is a [[building]] is not a [[workshop]].
  
[[Crop]]s -> [[Food#Eating|Eating]] -> [[Seed]] x 2
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== Second Tier Materials ==
:Note that [[muck root]]s do not have seeds.
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:Only raw materials needed as input.
  
 
Raw [[Fish]] -> [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -> [[Fish]]
 
Raw [[Fish]] -> [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -> [[Fish]]
  
[[Corpse]] -> [[Butcher's shop]]/[[Butchery]] -> [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bone]]s, [[Skull]]s
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[[Corpse]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]
[[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], and [[Block]]s; [[Quern]]s and [[Millstone]]s.
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 +
[[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], [[Blocks]]
  
 
[[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Weapon|Short Sword]]
 
[[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Weapon|Short Sword]]
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[[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]]
 
[[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]]
  
[[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Block]]s, [[Container|Barrels]], [[Container|Bins]], [[Bed]]s
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[[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s
  
[[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[Bolt]]s
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[[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[Bolts]]
  
[[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal trap]]
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[[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal Trap]]
  
 
[[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]]
 
[[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]]
  
[[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Charcoal|Fuel]]
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[[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Charcoal]], which is [[Fuel]]
  
 
[[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Ash]]
 
[[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Ash]]
 +
:The Wood Furnace is a [[Furnace]], not a [[workshop]]
  
[[Wood]] -> [[Siege workshop]]/[[Siege engineer]] -> [[Siege engine]] parts and ammunition
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== Higher Tier Materials ==
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=== Animal Based ===
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some [[Fish]] -> [[Food#Eating|Eating]] -> [[Shell]] and/or [[Bone]]
  
== Other Products ==
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Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]]
===Animal Products===
 
Some [[Fish]] -> [[Food#Eating|Eating]] -> [[Shell]] and/or [[Bone]]
 
  
Wild [[Animal]] -> [[Animal trap]]/[[Trapping]] -> Captured [[Animal]]s
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Captured [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Tame [[Animals]]
  
Tame [[Animal]]s -> [[Kennels]]/[[Animal training]] -> Trained [[Animal]]s
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Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]]
:Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures.
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:Note that the Kennels while it is a building is not a workshop
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:Also, animal training only works for [[dog]]s right now, unless you care to edit the raws
  
Captured [[Animal]]s -> [[Kennels]]/[[Animal training]] -> Tame [[Animal]]s
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Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]]
:Only dogs can be trained without [[modding]].
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:{{K|Z}}-Animals-Ready for Slaughter
 +
:{{K|U}}->Select the Animal Unit->Set "Ready for Slaughter" to (Y) if there's a specific animal you want to set for slaughter.
  
Tame [[Animal]] -> [[Butcher's shop]]/[[Butchery]] -> [[Corpse]]
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[[Fat]] -> [[Cooking]]?/[[Kitchen]] -> [[Tallow]]
:{{K|z}}-Animals-Ready for Slaughter
 
:{{K|u}}->Select the Animal Unit->Set "Ready for Slaughter" to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.
 
 
 
[[Fat]] -> [[Cooking]]/[[Kitchen]] -> [[Tallow]]
 
  
 
[[Tallow]], [[Lye]] -> [[Soaper]]/[[Alchemist's laboratory]] -> [[Soap]]
 
[[Tallow]], [[Lye]] -> [[Soaper]]/[[Alchemist's laboratory]] -> [[Soap]]
:[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]].
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:The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.
  
[[Skin]] -> [[Tanner's shop]]/[[Tanner]] -> [[Leather]]
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[[Skin]] -> [[Tannery|Tanning]]/[[Tannery]] -> [[Leather]]
  
[[Leather]] -> [[Leather works]]/[[Leatherworking]] -> [[Armor]], [[Bag]]s, [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s
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[[Leather]] -> [[Craftsdwarf's workshop]]/[[Leatherworking]] -> [[Armor]], [[Bags]], [[Craft]], [[Clothing]]
  
[[Bone]] -> [[Craftsdwarf's workshop]]/[[Bone carving]] -> [[Craft]], [[Bolt]]s, [[Armor]], [[Decoration]]
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[[Bone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]
  
 
[[Bone]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Bone Crossbow]]
 
[[Bone]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Bone Crossbow]]
  
[[Shell]] -> [[Craftsdwarf's workshop]]/[[Bone carving]] -> [[Craft]], [[Decoration]], [[Armor]]
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[[Shell]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Decoration]], [[Armor]]
 +
 
 +
[[Skull]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Totem]]
  
[[Skull]] -> [[Craftsdwarf's workshop]]/[[Bone carving]] -> [[Totem]]
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:Totems can't be used for anything right now. They can be sold, though...
  
=== Metal ===
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=== Metal ===
 
:The various "Magma" variants all require [[Magma]], and use less [[Refined coal|refined coal]] ("fuel") - no refined coal at all if you don't make steel.
 
:The various "Magma" variants all require [[Magma]], and use less [[Refined coal|refined coal]] ("fuel") - no refined coal at all if you don't make steel.
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. See [[Ore]] for details.
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:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.
:Metals often have unique properties and not all are suitable for all purposes; see the article for a given product for details.
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:Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture.
 
  
[[Ore]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal bars]]
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[[Ore]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]]
  
[[Ore]] x ? + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> Various [[Alloy]]
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[[Ore]] x 2 + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> Various [[Alloy]]
  
[[Ore]] -> [[Magma smelter]]/[[Smelting]] -> [[Metal|Metal bars]]
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[[Ore]] -> [[Magma Smelter]]/[[Smelting]] -> [[Metal|Metal bars]]
  
[[Ore]] x ? -> [[Magma smelter]]/[[Smelting]] -> Various [[Alloy]]
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[[Ore]] x 2 -> [[Magma Smelter]]/[[Smelting]] -> Various [[Alloy]]
  
[[Lignite]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x2
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[[Lignite]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x2, which is [[Fuel]]
  
[[Lignite]] -> [[Magma smelter]]/[[Smelting]] -> [[Coke]] x2
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[[Lignite]] -> [[Magma Smelter]]/[[Smelting]] -> [[Coke]] x2, which is [[Fuel]]
  
[[Bituminous coal]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x3
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[[Bituminous Coal]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x 3, which is [[Fuel]] 
 
      
 
      
[[Bituminous coal]] -> [[Magma smelter]]/[[Smelting]] -> [[Coke]] x3
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[[Bituminous Coal]] -> [[Magma Smelter]]/[[Smelting]] -> [[Coke]] x 3, which is [[Fuel]]
  
[[Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma smelter]]/[[Smelting]] -> [[Pig iron]]
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[[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -> [[Pig Iron]]
  
[[Pig iron]] + [[Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma smelter]]/[[Smelting]] -> [[Steel]] x 2
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[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -> [[Steel Bars]] x 2
  
:To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.
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:This means, to stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.
  
 
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]]
 
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]]
  
:Making alloys directly from ore whenever possible will save fuel.
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:It's generally a better idea to make the alloy directly from ore, I believe{{verify}}.
 
 
[[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -> [[Furniture]], [[Craft]]s, [[Coin]]s
 
  
[[Metal]], [[Fuel]] -> [[Metalsmith's forge]]/[[Armorsmith]] -> [[Armor]]
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[[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -> [[Furniture]], [[Craft]]s, [[Coins]]  
  
[[Metal]], [[Fuel]] -> [[Metalsmith's forge]]/[[Weaponsmith]] -> [[Weapon]]
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[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]]
  
[[Metal]], [[Fuel]] -> [[Metalsmith's forge]]/[[Trapping]] -> [[Animal trap]]
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[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]]
  
[[Metal]] + [[Wood]] -> [[Siege workshop]]/[[Siege engineer]] -> Ballista arrowhead
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[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Trapping]] -> [[Animal trap]]
  
 
=== Misc ===
 
=== Misc ===
  
Empty [[Bag]]s -> [[Glass furnace]] / [[Item hauling]] -> [[Sand]]  
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Empty [[Bags]] -> [[Glass Furnace]] / [[Item Hauling]]?!?! -> [[Sand]]  
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.
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:You need to assign the collect sand job to a glass furnace, AND
 
+
:{{K|I}} -> Collect Sand
[[Sand]] -> [[Glass furnace]] / [[Glassmaker|Glassworking]] -> Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]]
 
  
[[Sand]] + [[Pearlash]] -> [[Glass furnace]] / [[Glassmaker|Glassworking]] -> Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]]
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[[Sand]] -> [[Glass Furnace]] / [[Glassmaker|Glassworking]] -> [[Furniture]]
 +
:It is presently impossible to make glass weapons because those require glass bars, which you cannot make.{{verify}}
  
[[Rock crystal]] + [[Pearlash]] -> [[Glass furnace]] / [[Glassmaker|Glassworking]] -> Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]]
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[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> Wild [[animal]]
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Wild [[animal]] -> [[Kennels]]/[[Animal training]] -> ???
 +
[[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -> Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire
 +
: As far as I know [[camel]]s cannot yet be milked...
 +
: (This block needs to be fixed up.)
  
[[Barrel]], [[Crop]]s -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed]]s
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[[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]]
  
[[Seed]]s, [[Crop]]s, [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]]
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[[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]]
: All byproducts ([[seed]]s, [[bone]]s, [[shell]]s, etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.
+
: Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}->Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.
  
[[Crop]]s -> [[Farmer's workshop]]/[[Thresher|Threshing]] -> [[Thread]] + [[Seed]]s
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[[Crops]] -> [[Farmer's workshop]]/[[Thresher|Threshing]] -> [[Thread]] + [[Seeds]]
  
 
[[Thread]] -> [[Loom]]/[[Weaver|Weaving]] -> [[Cloth]]
 
[[Thread]] -> [[Loom]]/[[Weaver|Weaving]] -> [[Cloth]]
  
[[Cloth]] -> [[Clothier's shop]]/[[Clothier|Clothesmaking]] -> [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]]
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[[Cloth]] -> [[Clothier's shop]]/[[Clothier|Clothesmaking]] -> [[Clothing]], [[Bag]]s, [[Decoration]]
  
 
= Economic Management =
 
= Economic Management =
 
== Stockpiles ==
 
== Stockpiles ==
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpile]]s.
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: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].
  
: [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity.  
+
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity.  
  
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need.
+
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your [[legendary]] dwarves don't have to walk all over the fortress to get what they need.
  
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.
+
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with [[marble]]; but if you make them too small, you risk not having enough when the legendary [[furnace operator]] gets to work!
  
 
: Specific guidelines follow.
 
: Specific guidelines follow.
Line 188: Line 189:
 
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.
 
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.
 
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.
 
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.
: In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible.
+
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself.
+
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.
  
 
=== Finished Goods ===
 
=== Finished Goods ===
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.
+
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars.
: Once you have bins, it becomes much easier to haul finished goods to your [[Trade depot|trade depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.
+
: You'll want to make more bins than you can possibly make, so make as many as you can.
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.
+
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them.
 +
: However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are.
 +
: So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.
 +
  
=== Misc. Products ===
+
=== Material Classifications ===
 +
: This is to help you find stuff in the stock pages
  
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars.
+
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified as Bars, probably for the reason that they can be compressed/baked into somewhat bar-like items (and don't fit better in any other pile).
  
{{Category|Economy}}
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[[category: Economy]]

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