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#notes label(industry_help)
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Sets up workshops for all non-farming industries
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Screenshot: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
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Features:
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- Space-efficient layout for all workshops
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- Manager orders that automate basic fortress maintenance
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- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions.
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- Quantum stockpiles for compact storage
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with separate stockpiles for:
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- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
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- Wood, steel bars, and coal so you can see at a glance if you're low on stock
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- Items that cannot be quantum stockpiled (e.g. lye and sand bags)
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- Meltable weapons and armor
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Workshops:
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- 2x Mason
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- 4x Craftsdwarf
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- 1x Jeweler
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- 1x Mechanic
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- 4x Smelter
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- 1x Forge
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- 1x Glassmaker
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- 1x Kiln
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- 4x Wood furnace
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- 1x Ashery
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- 1x Soap maker
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- 1x Carpenter
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- 1x Siege workshop
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- 1x Bowyer
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- 1x Dyer
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- 1x Loom
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- 1x Clothier
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Manual steps you have to take:
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- Assign minecarts to your quantum stockpile hauling routes
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- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
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- Copy the fort automation manager orders (the .json files) from hack/examples/orders/ and put them in your dfhack-config/orders/ directory.
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Optional manual steps you can take:
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- Restrict the Mechanic's workshop to only allow skilled workers so unskilled trap-resetters won't be tasked to build mechanisms.
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- Restrict the Craftsdwarf's workshops to only allow labors that take from the adjacent stockpiles. That is, only allow Woodcrafting for the Craftsdwarf's workshop on the left near the wood stockpile, Stonecrafting for the Craftsdwarf's workshop near the Mason's workshops, and Bonecrafting for one of the Craftsdwarf's workshop near the Clothier's workshop. The last Craftdwarf's workshop can hold all the remaining labors, or it can be a secondary workshop for a labor that you want more dwarves working on.
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- To encourage your masons to concentrate on building blocks and other high-volume orders, it helps to set one of your Mason's workshops to service a maximum of 2 manager orders at a time.
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- Once you have enough haulers, you can increase the rate of stone and ore hauling jobs by building more wheelbarrows and adding them to the stone and ore feeder stockpiles.
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- If desired, set one or both stockpiles in the bottom left to auto-melt. This results in melting all weapons and armor that are inferior to masterwork. This is great for upgrading your military, but it takes a *lot* of fuel unless you have first replaced the forge and smelters with magma versions. If you enable automelt and you don't have magma forges and magma smelters, be sure to be in a heavily forested area, enable auto-chop, and keep your coal stocks high.
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Industry Walkthrough:
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1) Start digging out /industry1 as soon as you find a stone layer at least two layers beneath the surface so the boulders can be used by your starting workshops. The services level is intended to be dug beneath this one, and there is space on that level to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents.
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2) Queue up manufacturing by running "quickfort orders" on /industry2. You brought an anvil with you (right??), so you can remove the unneeded anvil work order from the manager orders screen (j-m). Note that stockpiles that accept containers may claim the barrels you need to build the Dyer's Workshop and Ashery. If you see those two buildings not being constructed, build a few extra barrels or run combine-plants and combine-drinks to free up some existing ones.
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3) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes, and if the farming level is already built, give from the "Goods" quantum stockpile (the one on the left) to the jugs, pots, and bags stockpiles on the farming level.
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4) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run "orders import basic" to use the provided basic.json to take care of your fort's basic needs, such as food, booze, and raw material processing.
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5) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt. If you don't have a high density of trees to make into charcoal, though, be sure to route magma to the level beneath this one and replace the forge and furnaces with magma equivalents.
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6) Once you have magma furnaces (or abundant fuel) and more dwarves, run "orders import furnace", "orders import military", and "orders import smelting" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course.
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7) At any time, feel free to build extra workshops or designate custom stockpiles in the unused space in the top and bottom right. The space is there for you to use!