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Author Topic: So...Jeweler's workshops...  (Read 3983 times)

elf-fondling human

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So...Jeweler's workshops...
« on: March 03, 2011, 11:08:33 pm »

Any reason they're the only ones that I can't build in a 3x3 room w/out trapping a dorf?
« Last Edit: March 04, 2011, 09:14:55 pm by elf-fondling human »
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ral

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Re: So...Jelwer's workshops...
« Reply #1 on: March 03, 2011, 11:12:05 pm »

I think you can build them in a 3x3 room as long as the entrance isn't in the wrong place.  Workshops seem to have different impassable areas, which is annoying.

3

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Re: So...Jelwer's workshops...
« Reply #2 on: March 03, 2011, 11:13:41 pm »

Workshops seem to have different impassable areas, which is annoying.

When placing a workshop, the darker tiles are impassable.
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gtmattz

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Re: So...Jelwer's workshops...
« Reply #3 on: March 03, 2011, 11:19:37 pm »

Put the door on the left, top, or bottom, and the guy wont get trapped...  Only the three tiles along the right side are impassible on the jewelers workshop, it is one of the easier ones to accommodate really.
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elf-fondling human

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Re: So...Jelwer's workshops...
« Reply #4 on: March 03, 2011, 11:20:39 pm »

Huh.Guess that explains it then. Cool.
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Cameo

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Re: So...Jelwer's workshops...
« Reply #5 on: March 04, 2011, 01:06:44 am »

Unless you're really tight for space I find it good to have at least one square around each workshop (so 5x5 for one workshop), as a stockpile of whatever materials go into that workshop, to save the craftsdwarf from having to haul, and prevent problems with door placement. Just me though, ymmv..
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Poindexterity

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Re: So...Jelwer's workshops...
« Reply #6 on: March 04, 2011, 03:24:28 am »

you'll notice the same issue with a bowyers shop.
both lave 3 tiles on one side inaccessible.
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Lord Darkstar

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Re: So...Jelwer's workshops...
« Reply #7 on: March 04, 2011, 05:52:33 pm »

That's why I always make my workshops 3x4. Guarantees access after building (since I always put my access in the "spare" row), and I have room left over to stick in whatever else I might want in the free space.
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Flying Dice

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Re: So...Jelwer's workshops...
« Reply #8 on: March 04, 2011, 06:09:01 pm »

Or you could go with a more open design with all related workshops and input piles in the same workspace, which tends to make things easier on your haulers if you have multiples of the same type of workshop.
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Lord Darkstar

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Re: So...Jelwer's workshops...
« Reply #9 on: March 04, 2011, 06:17:37 pm »

I like isolated workshops as it allows me to lock any mood fail dwarf away and minimize impact to production. This allows me to not worry about having to draft a military if there's an early mood and someone goes beserk. They are locked away. Multiple workshops in the same larger room would mean more people to get attacked or have to be locked in and die.

You can get the same effect of multiple workshops in a larger space if you just make a row of related workshops with their input stockpiles nearby. Indeed, you can go for a secure build with a matching room down 1 z level that is connected by stairway inside the workshop, and put a stockpile of input below (ie, jewels for a jewelers) if you wanted. But I don't worry about that level of efficency, but some do. I'm happy with the stockpile being just across the hallspace.
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Khift

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Re: So...Jelwer's workshops...
« Reply #10 on: March 04, 2011, 06:49:40 pm »

Another benefit of isolated workshops is to determine the materials used by mooding dwarves. See a dwarf claim a workshop, lock him in there, wait til he makes his demands clear, and then forbid any material you don't want him to use (if he demands metal, forbid all but your platinum [or bluemetal if you're really fancy], etc), unlock the doors and let him at it. Once he begins construction, unforbid everything again so your economy can return to normal.
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elf-fondling human

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Re: So...Jelwer's workshops...
« Reply #11 on: March 04, 2011, 07:09:41 pm »

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I usually do this, so that each workshop has a 3x3 wall around it with an opening for a cage trap to capture dangerous failed mood dorfs. I also keep most of the spaces rough stone, and when a skill dwarf shows up I smooth out one area then build his/her workshop there out of cheap stone. Once that dorf reaches legendary status, I dismantle the dumb workshop, engrave his/her area, then build an excellent workshop out of precious stone or metal. I have arranged them in a pattern so that no two workshops share a set of wall tiles, as well. I then further divided the workshops into sectors, with the two sides leading off from the middle hallway, each hallway representing a different material (stone, wood, metal, refuse, metal/jewels, and glass/clay) I tend to build plant and food-based workshops elsewhere, like near my farms/pens.
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Nikov

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Re: So...Jeweler's workshops...
« Reply #12 on: March 04, 2011, 10:51:05 pm »

Ick, a two-thick dividing wall. I hate those. Everything has to be a one-thick curtain or a three-thick bulwark with nice clean black space in the middle. No funny subdivisions of wall intersections that way. I also use the Z-levels for storage of input and output.
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Girlinhat

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Re: So...Jeweler's workshops...
« Reply #13 on: March 04, 2011, 11:02:40 pm »

You can captured failed mood dwarves?!  How do you keep them alive, or is the capture just to prevent injury to others?  I'd like to keep an insane zoo if I could...

Urist Da Vinci

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Re: So...Jeweler's workshops...
« Reply #14 on: March 04, 2011, 11:16:38 pm »

No workshop prevents dwarves from entering from the north or south. Not even the kitchen, which only has 2/3 top row tiles impassable.
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