More tips: Use Z levels if you have the space. Example: 4 stoneworks near a stair that on z level above/below there's a 5x5 stockpile then the next Z level there's another one, insted on doing a big area, so then don't move 25 spaces to pick a heavy boulder. Smelters move heavy ores and flux stones, so create a specific stockpile above and below the smelter for flux, metal ores, coal bars and pig iron bars. Create a 2x1 stockpile next to raw food workshops (cheese,fish,meat), set the workshop to only gives item to these stockpile and those stockpile give to food stockpile also don't forget to give to usable refuse and trash stockpile. Create a specific Farmer's Workshop inside your animal pen a stockpile for a single bucket. Assing a dwarf for Milstone/quern and Farmer's Workshop, create a tiny especifc stockpile seeds, empty bags, barrels
Don't forget (1) weight of item being moved and (2) Z-levels. To minimize distance between two workshops you could put one directly above the other with a stair right on their edge. The weight of bars is MUCH less than boulders, so with a large stockpile like the one for rocks/ore, better to have the smelter in the center of the larger one, and have haulers moving the bars to a second one around the forge just downstairs. But once you have the spare haulers, better yet to have a small stockpile next to or around the smelter for ore, and another for coke, then the actual dwarf smelting doesn't have to move more than a few steps... especially hauling those heavy chunks of ore. And I agree completely that it's a continuous learning and tweaking process.
Oh, and you can have one stonecutter use jet and granite in any proportion you choose using tasks. If you want 50/50, set a task AT the workstation for each. It will alternate. Likewise for 75/25 use three for one and one for the other. But you have to limit this to one workstation. Gets less controllable if spread around via a global task.
On the topic of stockpile flow, go ahead and set up a really basic minecart track to run your wood down into the fortress, just note that trade carts can't go over it, so make your entrance 4 tiles wide if you just push it in the front door like I do. Also note that minecarts cross bridges without tracks
13:37 The details for a work order specific for a shop will not show you the available materials from linked stockpiles, only the general stock. Instead, if you press "Add new task" and the the details for that, it will. This way you can check the links work.
Use the z axis, workshops on one level and its storage one above or below will save so much walking time. I try to have a storage floor below my workshops that's opened up so less pathing needed with a staircase leading up right next to the shop.
Does the new version allow for stockpile linking? Where one can take from another? I always found this especially handy at times where you have those awful bulk stockpiles for convenience but then sort by smaller and more material specific linked stockpiles that take from the big one. This was always my preferred method for workshop material control in the 0.39 era for reasons I can’t immediately recall. Maybe it was that manager material designations were less easy then? 🤷♂️ I should give the steam version a try. It’s been too long, Urist.
Great information. I’ve done some tricks using the quality stockpiles for gem encrusting, but I didn’t realize (fairly new) that you could turn off the general orders for the speciality workshops. Lots of good stuff for new and even experience people in here! Thank you!
Nice one as usual 10:34 really like this tip detail here, because indeed it's so easy to think you have done it correctly, and then not understanding why it does not work.
I usually separate the forge stockpile for economic, metal, and fuel stockpiles. There is not guarantee the dwarves wont fill up the mixed stockpile with just 1 kind of material
Build lots of workshops, each one for specific task, even for one-time use. They are very easy to build (one block most of the time) and very easy to destroy after. As for hauling I still not wrapped my head around but I wanna implement minecart system that circulates resources to the specific stockpiles at a certain rate. That way dwarfes do not waste time by hauling one boulder and they do that very fast. Pro tip: guided minecarts can go through each other on a single track, which simplifies things a lot. But be carefull with that driver can let go of minecart on the slope when spooked or something and it will go drive somewhere else - just put track stops as brakes whenever you can.
Great video! You are doing Armoks work with this series. Also another tip that could be useful is: Wheelbarrows, make sure you have enough, they help move heavy thing fast
i put butchershops and farmer inside my closed pen area, that way any excess rotten stuff will remain there. i use nanopiles for wood and stone, but a lot o f ppl think it's cheaty do go nano. i like to dedicate a smelter for melt stuff i bought from merchs, thats a easy way to crank up bar stocks, i set this smelt separatelly from the normal circuit to not clog the other smelters from processing ore. i set an early 5x2 stockpile asking for blocks in any lvl im starting to build, that way i can seal the caves asap, or i can insta-worshop anywhere i have a LOT o f stoneshops, when i find a lvl i want to get rid from the stone (for new rooms, for example) i pluk a stoneshop to fast convert rock in blocks there and set a temporary stockpile to feed my main stockpile, the trick blocks can be hauled in bins and a child can move a block bin in the same speed as a sock. i only use child as haulers for trading stuff and helping milking/feeding prisioners, child get stressed while working, but my main reason is a child take 4x more time to move the same piece of forniture/rock/log as an adult, 90% of the hauling effort is that type of items. i set some "gravitacional tubes" just instaling my main stoneshops in a low lvl than creating dumping zones in holes on the lvls above, you can do it with ANY item. Just remember to set the "destination" to be closed to access while the dumping zone is ON. you can forbid the door to access the place or go fancy and set a bridge with a lever, in one of my forts i made an atomic smasher to be feeded by the upper floors only, is quite nice, they throw the garbage in it, it sealed so the miasma don't get anyone, and that pesky buggy backpack stoped being a problem
I tried gravitational tubes once for a garbage chute idea. The plan was to have a tube going through each level of my fort to a refuse pile. Each floor had its respective dumping zone. It worked flawlessly, dwarves would dump items to the closest zone and everything would find its way down- Until the dwarves below were getting hit by incoming trash and stones from above and began falling into the chute and the following 50+ levels to the ground! I lost more than half of my adult population simply from taking out the trash! xD
All Stockpiles will RESET your Max Barrels, Max Bins, and Max Wheelbarrows every time you make changes to the filters for that stockpile, or even simply VIEW its custom filters list. This means that if you want to keep barrels out of your Seeds stockpiles, then you will need to reset your barrel count to 0 each and every single time you add or remove a seed type to that stockpile or even look at what seeds you're staging there from the custom filters list. The moment that custom filters list appears on your screen, those storage settings have just been reset. This almost drove me insane, and I wish somebody had told me about this issue much sooner. Instead, I had to go out of my way to do some testing to figure out what exactly what was happening to my stockpiles, why they weren't remembering my barrels or my wheelbarrows settings... But, as it turns out, changing or simply viewing your filters list (from the Custom list) will reset your storage settings every time.
could also use quantum stockpiles to save on space; it takes micromanagement but at least to my mind is worth it. You did neglect to mention one important thing regarding seed stockpiles - *never* allow barrels in a seed stockpile
quantum stockpiling becomes a huge help. It only takes about a minute to set it up, and all you need is a wooden minecart. You basically have it pick up from the stockpile, move over a square or two, and drop it into a single tile stockpile that stores the same materials. This way you don't need large expanses of storage, but more importantly, you won't have boulders chilling in stockpiles blocking your view.
I'm myself not too much of a big fan of Quantum Stockpiling personally, but I do see how efficient it makes a fortress. I personally love logistical challenges and the QSP kinda ... Nullifies many of these things which I actually enjoy. Like building huge storage areas and roleplaying those halls out. Luckily DF has so many ways to be played, so every fortress can live up to it's overseers expectations. Praise Armok! :D
These are all good. Expect one complaint about the metal ores and fuel. You can run out of fuel in that stockpile if you’re not careful. I usually just create a fuel one separately. Also makes it a bit easier to glance over. Of course, unless you do quantum piles for things. 😂 This video would have been real good for me a few years back. Nicely done.
I rarely ran out of fuel with these by allowing 5 bins in it. Usually there's been tons of coke in these, but I guess everybody has his own preferences. I learn a lot by all the ideas and variants you guys use, so I deeply appreciate =) Thanks for your kind words, cheers!
@@Ic0nGaming it’s how we all learn, thanks for creating these videos, they’ve been helpful. Yeah. I saw that bin and figured it had coal in it. I guess I do multi workshops, which having a bin or two can cause some problems as well. Anyway, looking forward to next video!
So I have a question about stonecrafters. The wiki says that they are unable to use rock blocks to make crafts, but I could’ve sworn that I had my stonecrafter using siltstone and mudstone blocks for his rock crafts work order. Is the wiki wrong or am I mistaken?
Icon, great video! In tip 9, how do you manage your dwarves take an object from the original stockpile (all qualities) to the superior quality stockpile?
I put a marker on the superior stockpile to take from the default furniture stockpile. So the haulers will check the default one for stuff to haul over to the better one.
I think it depends on the weight of the items, size of the stockpile, and amount of dwarves that might be hauling to it. Usually I increase the number for stone stockpiles, and if I see a dwarf hauling something heavy without a wheelbarrow, I try to figure out if I can add more wheelbarrows somewhere to avoid it in the future
Is there a way to set how many haulers will work with a stockpile? Does the size of the stockpile matter on how many dwarf will work to haul items to and from it?
Basically for each grid of space there can be one hauler assigned. So a stockpile 5x5 can employ 25 haulers at once. According to the Wikipedia changing the max amount of wheelbarrows changes also the maximum amount of haulers per stockpile (given enough wheelbarrows are provided). I haven't tried that out yet myself though!
@@Ic0nGaming I use number of wheelbarrows to control dwarves hauling stone and ore. Doesn't work for logs though. Could put a small "gather from anywhere" next to a huge main logs stockpile though, and have the latter accept from links only, then link it from the small one. Just put the two right next to each other.
@@vonsch9793 they'll still haul even without wheelbarrows, they'll just do it slower. Limiting the number of wheelbarrows at your stone and ore stockpiles doesn't really bring any advantage
Zero wheelbarrows = everyone allowed to haul. N wheelbarrows = stockpile will utilize same number of dwarfs as amount of wheelbarrows it currently holds, up to N.
@@carlomariamizzi8387 Yes and no. My experience says the no-wheelbarrow hauling over any distance gets a much lower priority when wheelbarrows are available but in use. And I combine it with a two pile system where the feed pile has only 5 tiles and 3 wheelbarrows (seems to work best if the wheelbarrows are stockpile size of -2) if I want 5 haulers maximum hauling heavy stuff. Usually it's only 3 though.
Overpaying makes next yeat caravan more robust, so i tend to sell all my crafts to dwarven caravans even if i get only pair of socks in return just to make sure they bring something worth buying next time (and because i make crafts to get rid of excess stone and bones without atom smasher and i need that space)
What I like is the "work order +" qualifier. Don't do a job unless X Job is complete first. Especially helpful when smelting and making sheets of paper.
I don't understand. How is it less efficient to have Dwarf A bring a log from Point 1 to Point 3, than to have Dwarf A bring a log from Point 1 to Point 2, then Dwarf B bringing the log from Point 2 to Point 3?
It's because of the workshops. If your Carpenter goes every time to the surface, hauling the log, working his mojo in the workshop afterwards and then getting back to the surface for the next log ... That's all work Haulers should do. And if you don't have this kind of setup your workshop dwarves tend to haul their stuff from literally everywhere. At least that's the train of thought there.
@@Ic0nGaming Ok but there's still a problem. The log travels the same distance in either case, but the dwarves travel more if you have two different dwarves hauling. Because they have to go from wherever they are to the log. So it's clear by your explanation that I should have my skilled dwarves NOT hauling, but the hauling that is done should be only one dwarf, no?
@@michaeldoucet-morokaelwhy would hauling be done by one dwarf? The point is to prevent your legendary craftsdwarves from hauling more than they're crafting. Leave the hauling to the children and peasants
Please consider doing everything from scratch when making those guides (creating stockpilles and even building workshops and linking of them). Its way more helpfull for some people to look at the instructions rather then listen to them. Right now all that newbies see is a screen full of premade stuff and a cursor frantically jumping all over the menus and poiniting at different things. Im not saying the videos are bad or anything, they simply look like they are made by a person who knows a lot about the game for people who already know something about the game. Remember that big part of your new viewers might see most of those icons for the first time in their life, they need to be sure where to find them and which one to press exactly when setting things up. Keep it slow. Cheers.
Trying my best in that regard! It's always a very hard approach to not overbloat the videos and keep everything in there. Thanks for your comment there! I already tried to show exactly where which entry in the stockpile configurations is ought to be found. Lemme know which part you had most trouble with, I'll make sure to improve on that in the future =)
@@Ic0nGaming I dont have much "criticism" per se. Its more like a tip from someone who spends way too much time watching different content on YT :D Your vids are informative and nice already, everything else will come with more experiance. The best "advice" i can give is: when you explain something, try thinking that whoever is listening is dumber then you. At least when making basic guides. Advanced ones are, well...advanced, you can expect a viewer to know basics when he decides to watch advanced stuff.
Yes, I am basically only waiting for it to pop up on the Steam Workshop - so far I've only found external links for it and haven't had the time yet to sink my teeth into it.
@@Ic0nGaming I don't think it will be possible to install dfhack via the workshop, because it needs to be put in the root directory, not the mod/installed mods directories the workshop mods use
More tips:
Use Z levels if you have the space. Example: 4 stoneworks near a stair that on z level above/below there's a 5x5 stockpile then the next Z level there's another one, insted on doing a big area, so then don't move 25 spaces to pick a heavy boulder.
Smelters move heavy ores and flux stones, so create a specific stockpile above and below the smelter for flux, metal ores, coal bars and pig iron bars.
Create a 2x1 stockpile next to raw food workshops (cheese,fish,meat), set the workshop to only gives item to these stockpile and those stockpile give to food stockpile also don't forget to give to usable refuse and trash stockpile.
Create a specific Farmer's Workshop inside your animal pen a stockpile for a single bucket.
Assing a dwarf for Milstone/quern and Farmer's Workshop, create a tiny especifc stockpile seeds, empty bags, barrels
Can't emphasize this enough. Planning in 3d is much more efficient than 2d, especially with stones, as you mention
the problem is that you end up with the old boring "lasagna" layout, its hard to balance efficency and design for the sake of the look
I watched a LOT of tutorials for DF lately, but this one is head and shoulders above all of them. Thank you!
100% agree! this is Platinum
Showing me how to remove general work orders from a workshop is amazing thank you.
Don't forget (1) weight of item being moved and (2) Z-levels. To minimize distance between two workshops you could put one directly above the other with a stair right on their edge.
The weight of bars is MUCH less than boulders, so with a large stockpile like the one for rocks/ore, better to have the smelter in the center of the larger one, and have haulers moving the bars to a second one around the forge just downstairs. But once you have the spare haulers, better yet to have a small stockpile next to or around the smelter for ore, and another for coke, then the actual dwarf smelting doesn't have to move more than a few steps... especially hauling those heavy chunks of ore.
And I agree completely that it's a continuous learning and tweaking process.
Oh, and you can have one stonecutter use jet and granite in any proportion you choose using tasks. If you want 50/50, set a task AT the workstation for each. It will alternate. Likewise for 75/25 use three for one and one for the other. But you have to limit this to one workstation. Gets less controllable if spread around via a global task.
In fairness to your comments near the end, I have a high tolerance for "micromanagement hassle." In fact I like it. :)
On the topic of stockpile flow, go ahead and set up a really basic minecart track to run your wood down into the fortress, just note that trade carts can't go over it, so make your entrance 4 tiles wide if you just push it in the front door like I do. Also note that minecarts cross bridges without tracks
13:37 The details for a work order specific for a shop will not show you the available materials from linked stockpiles, only the general stock.
Instead, if you press "Add new task" and the the details for that, it will. This way you can check the links work.
Please keep up these videos! These tips are incredibly useful
Always working on further things!
Use the z axis, workshops on one level and its storage one above or below will save so much walking time.
I try to have a storage floor below my workshops that's opened up so less pathing needed with a staircase leading up right next to the shop.
Does the new version allow for stockpile linking? Where one can take from another? I always found this especially handy at times where you have those awful bulk stockpiles for convenience but then sort by smaller and more material specific linked stockpiles that take from the big one. This was always my preferred method for workshop material control in the 0.39 era for reasons I can’t immediately recall. Maybe it was that manager material designations were less easy then? 🤷♂️
I should give the steam version a try. It’s been too long, Urist.
Great information. I’ve done some tricks using the quality stockpiles for gem encrusting, but I didn’t realize (fairly new) that you could turn off the general orders for the speciality workshops. Lots of good stuff for new and even experience people in here! Thank you!
Nice one as usual
10:34 really like this tip detail here, because indeed it's so easy to think you have done it correctly, and then not understanding why it does not work.
I usually separate the forge stockpile for economic, metal, and fuel stockpiles. There is not guarantee the dwarves wont fill up the mixed stockpile with just 1 kind of material
Same here I found that if I allow mixed they almost always tend to be dominated by one type or the other.
This one was a wealth of information.
Build lots of workshops, each one for specific task, even for one-time use. They are very easy to build (one block most of the time) and very easy to destroy after.
As for hauling I still not wrapped my head around but I wanna implement minecart system that circulates resources to the specific stockpiles at a certain rate. That way dwarfes do not waste time by hauling one boulder and they do that very fast. Pro tip: guided minecarts can go through each other on a single track, which simplifies things a lot. But be carefull with that driver can let go of minecart on the slope when spooked or something and it will go drive somewhere else - just put track stops as brakes whenever you can.
Great video! You are doing Armoks work with this series. Also another tip that could be useful is: Wheelbarrows, make sure you have enough, they help move heavy thing fast
i put butchershops and farmer inside my closed pen area, that way any excess rotten stuff will remain there.
i use nanopiles for wood and stone, but a lot o f ppl think it's cheaty do go nano.
i like to dedicate a smelter for melt stuff i bought from merchs, thats a easy way to crank up bar stocks, i set this smelt separatelly from the normal circuit to not clog the other smelters from processing ore.
i set an early 5x2 stockpile asking for blocks in any lvl im starting to build, that way i can seal the caves asap, or i can insta-worshop anywhere
i have a LOT o f stoneshops, when i find a lvl i want to get rid from the stone (for new rooms, for example) i pluk a stoneshop to fast convert rock in blocks there and set a temporary stockpile to feed my main stockpile, the trick blocks can be hauled in bins and a child can move a block bin in the same speed as a sock.
i only use child as haulers for trading stuff and helping milking/feeding prisioners, child get stressed while working, but my main reason is a child take 4x more time to move the same piece of forniture/rock/log as an adult, 90% of the hauling effort is that type of items.
i set some "gravitacional tubes" just instaling my main stoneshops in a low lvl than creating dumping zones in holes on the lvls above, you can do it with ANY item. Just remember to set the "destination" to be closed to access while the dumping zone is ON. you can forbid the door to access the place or go fancy and set a bridge with a lever, in one of my forts i made an atomic smasher to be feeded by the upper floors only, is quite nice, they throw the garbage in it, it sealed so the miasma don't get anyone, and that pesky buggy backpack stoped being a problem
I tried gravitational tubes once for a garbage chute idea. The plan was to have a tube going through each level of my fort to a refuse pile. Each floor had its respective dumping zone. It worked flawlessly, dwarves would dump items to the closest zone and everything would find its way down-
Until the dwarves below were getting hit by incoming trash and stones from above and began falling into the chute and the following 50+ levels to the ground! I lost more than half of my adult population simply from taking out the trash! xD
All Stockpiles will RESET your Max Barrels, Max Bins, and Max Wheelbarrows every time you make changes to the filters for that stockpile, or even simply VIEW its custom filters list.
This means that if you want to keep barrels out of your Seeds stockpiles, then you will need to reset your barrel count to 0 each and every single time you add or remove a seed type to that stockpile or even look at what seeds you're staging there from the custom filters list. The moment that custom filters list appears on your screen, those storage settings have just been reset.
This almost drove me insane, and I wish somebody had told me about this issue much sooner. Instead, I had to go out of my way to do some testing to figure out what exactly what was happening to my stockpiles, why they weren't remembering my barrels or my wheelbarrows settings...
But, as it turns out, changing or simply viewing your filters list (from the Custom list) will reset your storage settings every time.
could also use quantum stockpiles to save on space; it takes micromanagement but at least to my mind is worth it.
You did neglect to mention one important thing regarding seed stockpiles - *never* allow barrels in a seed stockpile
I always like to put workshops on one level with plenty of stairs below, and the floor below is a massive warehouse.
I like to stack related workshops and stockpiles on multiple z levels with easy stair access to cut down on travel time
Excellent video as always, get so much help from your videos
quantum stockpiling becomes a huge help. It only takes about a minute to set it up, and all you need is a wooden minecart. You basically have it pick up from the stockpile, move over a square or two, and drop it into a single tile stockpile that stores the same materials. This way you don't need large expanses of storage, but more importantly, you won't have boulders chilling in stockpiles blocking your view.
I'm myself not too much of a big fan of Quantum Stockpiling personally, but I do see how efficient it makes a fortress. I personally love logistical challenges and the QSP kinda ... Nullifies many of these things which I actually enjoy. Like building huge storage areas and roleplaying those halls out.
Luckily DF has so many ways to be played, so every fortress can live up to it's overseers expectations. Praise Armok! :D
@@Ic0nGaming I really just use it for stone, otherwise the only way to clean up is to trash the item, which basically quantum stockpiles it anyways.
Thanks! That was rally helpful. Keep it up.
Wonderful video! Thank you.
My pleasure!
These are all good. Expect one complaint about the metal ores and fuel. You can run out of fuel in that stockpile if you’re not careful. I usually just create a fuel one separately. Also makes it a bit easier to glance over.
Of course, unless you do quantum piles for things. 😂
This video would have been real good for me a few years back. Nicely done.
I rarely ran out of fuel with these by allowing 5 bins in it. Usually there's been tons of coke in these, but I guess everybody has his own preferences. I learn a lot by all the ideas and variants you guys use, so I deeply appreciate =)
Thanks for your kind words, cheers!
@@Ic0nGaming it’s how we all learn, thanks for creating these videos, they’ve been helpful.
Yeah. I saw that bin and figured it had coal in it. I guess I do multi workshops, which having a bin or two can cause some problems as well.
Anyway, looking forward to next video!
Very useful data.
im addicted to magma smelters..
Well of course noone has time for char coal.
Love your videos
So I have a question about stonecrafters. The wiki says that they are unable to use rock blocks to make crafts, but I could’ve sworn that I had my stonecrafter using siltstone and mudstone blocks for his rock crafts work order. Is the wiki wrong or am I mistaken?
Rock blocks are used in construction, not in crafts. You still need stone for crafts.
What material is the jeweler's workshop made out of in the beginning of the video? That mint green is such a cool colour.
Malachite Blocks. I bought them from a Trader, I haven't managed to make them myself.
Icon, great video! In tip 9, how do you manage your dwarves take an object from the original stockpile (all qualities) to the superior quality stockpile?
I put a marker on the superior stockpile to take from the default furniture stockpile. So the haulers will check the default one for stuff to haul over to the better one.
I have a question about UI - those shortcut letters are modded? if so, is it possible to install mod mid-save?
I wonder how many whellbarows is optimal for a stockpile?
I think it depends on the weight of the items, size of the stockpile, and amount of dwarves that might be hauling to it. Usually I increase the number for stone stockpiles, and if I see a dwarf hauling something heavy without a wheelbarrow, I try to figure out if I can add more wheelbarrows somewhere to avoid it in the future
The problem when loot seams to be to far away to be able to use and whts the best way to empty a stockpile.
now i know why my mechanic didn't take out all the mech out of the workshop xd
i put type in a stockpile but no the material xd
road, and priority passageway.
Are there any movement penalties for stairs?
No, none. The dwarves treat an upward movement just like to any other tile.
Thanks learnt a lot noticed that u didnt include artifacts is it not possible 2 embedd them with gems?
Afaik Artifacts are as they are and can't be changed in any way after they are finished.
@@Ic0nGaming thanks again 😁
Is there a way to set how many haulers will work with a stockpile? Does the size of the stockpile matter on how many dwarf will work to haul items to and from it?
Basically for each grid of space there can be one hauler assigned. So a stockpile 5x5 can employ 25 haulers at once. According to the Wikipedia changing the max amount of wheelbarrows changes also the maximum amount of haulers per stockpile (given enough wheelbarrows are provided). I haven't tried that out yet myself though!
@@Ic0nGaming I use number of wheelbarrows to control dwarves hauling stone and ore. Doesn't work for logs though. Could put a small "gather from anywhere" next to a huge main logs stockpile though, and have the latter accept from links only, then link it from the small one. Just put the two right next to each other.
@@vonsch9793 they'll still haul even without wheelbarrows, they'll just do it slower. Limiting the number of wheelbarrows at your stone and ore stockpiles doesn't really bring any advantage
Zero wheelbarrows = everyone allowed to haul.
N wheelbarrows = stockpile will utilize same number of dwarfs as amount of wheelbarrows it currently holds, up to N.
@@carlomariamizzi8387 Yes and no. My experience says the no-wheelbarrow hauling over any distance gets a much lower priority when wheelbarrows are available but in use. And I combine it with a two pile system where the feed pile has only 5 tiles and 3 wheelbarrows (seems to work best if the wheelbarrows are stockpile size of -2) if I want 5 haulers maximum hauling heavy stuff. Usually it's only 3 though.
Is it worth to make the higher quality items ? I'm having goods I basicly can't sell to traders, there are just too expensives for them.
Give these items to your dwarves then. The higher the value of an item, the more chance it has to make the person happy interacting with it.
Overpaying makes next yeat caravan more robust, so i tend to sell all my crafts to dwarven caravans even if i get only pair of socks in return just to make sure they bring something worth buying next time (and because i make crafts to get rid of excess stone and bones without atom smasher and i need that space)
What I like is the "work order +" qualifier. Don't do a job unless X Job is complete first. Especially helpful when smelting and making sheets of paper.
Why don't you use quantum stockpiles?
Because I dislike how much they oversimplify the logistics part of the game which I enjoy a lot.
@@Ic0nGaming That's fair, cheers!
I tried setting up a system but the dwarves ended up leaving the items at the workshop.
I don't understand. How is it less efficient to have Dwarf A bring a log from Point 1 to Point 3, than to have Dwarf A bring a log from Point 1 to Point 2, then Dwarf B bringing the log from Point 2 to Point 3?
It's because of the workshops. If your Carpenter goes every time to the surface, hauling the log, working his mojo in the workshop afterwards and then getting back to the surface for the next log ... That's all work Haulers should do. And if you don't have this kind of setup your workshop dwarves tend to haul their stuff from literally everywhere.
At least that's the train of thought there.
@@Ic0nGaming Ok but there's still a problem. The log travels the same distance in either case, but the dwarves travel more if you have two different dwarves hauling. Because they have to go from wherever they are to the log. So it's clear by your explanation that I should have my skilled dwarves NOT hauling, but the hauling that is done should be only one dwarf, no?
@@michaeldoucet-morokaelwhy would hauling be done by one dwarf? The point is to prevent your legendary craftsdwarves from hauling more than they're crafting. Leave the hauling to the children and peasants
How that one is real good
Please consider doing everything from scratch when making those guides (creating stockpilles and even building workshops and linking of them).
Its way more helpfull for some people to look at the instructions rather then listen to them.
Right now all that newbies see is a screen full of premade stuff and a cursor frantically jumping all over the menus and poiniting at different things.
Im not saying the videos are bad or anything, they simply look like they are made by a person who knows a lot about the game for people who already know something about the game. Remember that big part of your new viewers might see most of those icons for the first time in their life, they need to be sure where to find them and which one to press exactly when setting things up.
Keep it slow. Cheers.
Trying my best in that regard! It's always a very hard approach to not overbloat the videos and keep everything in there. Thanks for your comment there! I already tried to show exactly where which entry in the stockpile configurations is ought to be found.
Lemme know which part you had most trouble with, I'll make sure to improve on that in the future =)
@@Ic0nGaming I dont have much "criticism" per se. Its more like a tip from someone who spends way too much time watching different content on YT :D
Your vids are informative and nice already, everything else will come with more experiance.
The best "advice" i can give is: when you explain something, try thinking that whoever is listening is dumber then you.
At least when making basic guides. Advanced ones are, well...advanced, you can expect a viewer to know basics when he decides to watch advanced stuff.
Another great video. Do you have any plans on making content for dfhack, now that a first working version is out for the steam df ?
Yes, I am basically only waiting for it to pop up on the Steam Workshop - so far I've only found external links for it and haven't had the time yet to sink my teeth into it.
@@Ic0nGaming I don't think it will be possible to install dfhack via the workshop, because it needs to be put in the root directory, not the mod/installed mods directories the workshop mods use
@@ThurasizHa, guess what?
It's available on steam as a separate install
@@Vlamyncksken Yes, i was wrong. And i like it^^
@@Thurasiz same. The auto shaper for creating circular/elliptical rooms is a timesaver