DF v0.42 information
  • Saves from v0.40.24 are compatible with v0.42.06! We will not be migrating to a new namespace, although the current "DF2014" namespace may be renamed to "v0.42" in the near future.
  • Please mark all v0.42-specific articles/sections with {{new in v0.42}}. For short v0.42-specific information, you can use {{version|0.42.01}}.
Updated 14:38, 30 December 2015 (UTC). This notice may be cached—the current version can be found here.

v0.31 Talk:Burrow

From Dwarf Fortress Wiki
Jump to: navigation, search


[edit] Cleanup

Pathfinding. What is it doing here? I cleaned up the last bit about 'digging extends burrows.' It doesn't, but I get what the original writer was trying to convey: burrow residents can only mine inside their burrow, burrows can extend past currently dug-out areas and into solid rock, which can then be mined by residents, up to the limits of that burrow. Also, I'm creating a section for "uses for burrows." Of course, there is the civilian alert, we should explain that here. Then there is the current single piece of advice: restricting craftsdwarfs to certain workshops/stockpiles. But there are many more uses for burrows than that. Getting your trader to the depot. Workaround for the nobles bug. Setting up little hidey holes for outdoor workers and getting them into one when the gobbos attack. Urist McSwitchPuller. Any other things? GhostDwemer 23:25, 9 November 2010 (UTC)

These two quotes are contradictory:

A burrow may span multiple Z levels, so long as a means of getting from one Z level to another is within the Burrow zone.
If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.

The second quote implies that dwarves will find a way to the other Z levels if a path exists anywhere, not just inside the burrow, but I can't test the behavior right now. --Slacksoft 20:04, 11 May 2011 (UTC)

[edit] Questions

I've created a burrow, essentially the inside of my fortress. I added all of my civilians to the burrow. They now all stay in the burrow. The only problem is, I can't figure how to get dwarves to ignore the burrow. Essentially what I want is be able to create an All Inside alert, and while its not on for dwarves to be able to go anywhere. How do I do this? unsigned comment by

  • Answer: Assign NO dwarves to the burrow, assign the burrow to the alert, and when you need your civilians to stay inside, change the Civilian Alert to the alert with the burrow (m, a, highlight alert name, Enter). --DeMatt 06:32, 19 December 2010 (UTC)

How do I restrict civilian dwarves to a specific burrow? --Markavian 23:47, 4 April 2010 (UTC)

  • Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --Markavian 09:00, 5 April 2010 (UTC)
  • Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. Doctorzuber 15:24, 6 April 2010 (UTC)
How do I set civilians to an alert state?-- 15:05, 17 August 2010 (UTC)
Define a burrow. Go to the military screen. Go to the alerts screen. Highlight Active/Training (the alert state you want to add the burrow to) and then select the burrow from the list on the right. Now the Active/Training alert state includes a burrow that restricts only civilians, and only when the civilian alert state is set. To do so, simply highlight the alert you want and press enter. To un-restrict civilians, select the 'Inactive' alert state and hit enter. unsigned comment by GhostDwemer

If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki

  • Answer: No. He will head outside the burrow to look for food or drink. 17:50, 16 April 2010 (UTC)
  • Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --Zombiejustice 19:33, 16 April 2010 (UTC)
    • Are you sure they will leave to sleep? I set up a burrow as outlined in "Burrows as Dedicated Workshops" (a workshop and a stockpile) and the worker insists on sleeping in his workshop rather than going back to his bedroom. -Aristoi 20:07, 30 December 2010 (UTC)

How do I revert to the old military system?

  • Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --Zombiejustice 19:33, 16 April 2010 (UTC)

Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? 01:11, 31 May 2010 (UTC)

How do I restrict only animals to a certain burrow? Richards 04:38, 11 July 2010 (UTC)

  • Answer: Animals ignore burrow's, you can't restrict them. They do like meeting areas, cages, and chains though. Or just i -> Pit them into holding room with no exits. --Altaree 14:23, 28 July 2010 (UTC)

Will dwarves cross non burrow territory if two parts of the same burrow aren't connected? If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow. Then assign the masons to all three. Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --Altaree 14:23, 28 July 2010 (UTC)

Yes to the first, only coincidentally ("the burrow covers where they travel", not "they travel within the burrow") to the second. --DeMatt 06:32, 19 December 2010 (UTC)

Digging into walls does not expand the burrow into it as expected. It only does this if you already selected the non-dug out space to be part of the burrow. So it's like an invisible part of the burrow. So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also. But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--Lemunde 14:13, August 21 2010 (EST)

I find that they stop acting as if there is invisible burrow after a bit. Is this common or am I somehow deselecting? unsigned comment by
The end of the "invisible burrow" would be the end of where you previously defined the burrow. Define it ten squares deeper into the unknown, and your burrow-restricted miners will dig out those ten squares. --DeMatt 06:32, 19 December 2010 (UTC)

How do I make haulers work with burrows? If I have a hauler assigned to a burrow with a stockpile in it accepting i.e logs, and there happens to be logs outside the burrow, he will attempt to do haul the outside logs into the burrow, only to realize it is inaccessible and cancel the job. Over and over and over. Leading to mass cancellation spam and dwarves sitting in one spot trying to do the same failing job repeatedly. --Hulbral 17:07, 18 December 2010 (UTC)

Define burrows covering everywhere the haulers might need to work. Forbid everything not inside a burrow. Unassign your haulers from the burrows. Why are your haulers assigned to burrows, anyways? --DeMatt 06:32, 19 December 2010 (UTC)

[edit] Pathfinding

with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. Doctorzuber 15:24, 6 April 2010 (UTC)

Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. Vattic 22:45, 7 April 2010 (UTC)
The pathing problems were fixed in 0.31.03 Immibis 07:52, 15 April 2010 (UTC)

Does the pathfinding section belong in the Burrow page, or should it have its own? --HammerDave 16:39, 16 April 2010 (UTC)

[edit] Dwarves path out of burrow

I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress. I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow. I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. - 18:26, 11 September 2010 (UTC)

Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. Speed112 22:00, 11 September 2010 (UTC)
No. Dwarves ignore burrows for pathfinding purposes. --DeMatt 06:32, 19 December 2010 (UTC)

[edit] Possible Bug

I just wanted to see if anyone else has seen this... I was recently trying out the burrow system. After I assigned civilians to my burrow, they started tripping all the weapon traps I had set. Also, for some reason, they all ended up outside. Has anyone else had this problem? Edit: Upon further inspection, a fair number of dwarves managed to get out of my completely sealed fort. I went to great lengths to make certain that there was no way in or out unless I activated a series of bridges. all of these were still in their raised/uncrossable positions. unsigned comment by

[edit] Define only rooms, or need to define pathing/stairs?

The big question in that article that isn't covered is the most basic.. when you're defining/using burrows, do you need to define the pathing between the blocks you select, or will the AI pathfind between them? Second point, if you DO define a route (to prevent dangerous pathfinding) will they use the route or pathfind outside of it if there is a 'shorter route'? unsigned comment by Pathaugen

No. Dwarves can and will pathfind between unconnected, or connected, segments of burrow. They won't keep their path within a burrow even if it is the shortest path, unless it happens to be the path they'd pick anyways.
That said, I define "stairs and accessways" as a separate burrow anyways, so my dwarves can perform jobs within them while my fortress is buttoned up (I only use burrows for the "restrict to fort" capability). Also note that routes are something different - they're for your military - just in case you meant actual "routes-following-Notes" routes and not just the word. --DeMatt 21:33, 9 November 2010 (UTC)
So bottom line.. can't trust burrows to deliver ammo/food/drinks to remote stocks because they may path into danger? Seems strange.. Pathaugen 05:15, 10 November 2010 (UTC)
No, you can't use burrows to guide your dwarves. They merely restrict what the dwarf looks for, rather than how he sets about getting to it. If you want to avoid fixed dangers, you can use the Traffic designations - set your preferred path as a High-traffic area, and place Low- or Restricted-traffic areas around it to further encourage the dwarves to stay on the path. --DeMatt 11:40, 12 November 2010 (UTC)

[edit] Hammerer's Burrow

Is it possible to assign the Hammerer to a burrow instead of crippling him? That would stop him from slaughtering my legendary workers in an very easy way. --Blur 19:14, 25 December 2010 (UTC)

[edit] Defend burrow

If you set an archer squad to be on some burrow, is it true that they do not shoot enemies that are outside the burrow? Do you have to choose between archers sometimes standing stupidly at a drawbridge or archers not shooting to enemies at the drawbridge.

[edit] Don't mind me (just throwing some ideas)

All burrows must include a food stockpile (set to accepting only insta-edible products) and a drink stockpile. Both must take from the main stockpiles. All burrows must have some quarters for the workers assigned to them.

Trade Station: Trade Depot, useless rubbish stockpile, one dedicated broker.
Accounting Enclave: Chair for worker, one manager/bookkeeper.
Farmville: Fields, main food and drink stockpile, seed stockpile, farmer's workshop, a couple of kitchens and stills, several workers for cooking/farming/brewing/whatnot.
Hospital: Well-stocked hospital zone, with water source, one dedicated medic.

[edit] Contradictions?

This phrase at the start of the page: "After defining the area of the burrow, you can add citizens, who will then attempt to move directly to the area and not leave it unless they are starving or dehydrated and there is no food and water in the burrow." contradicts what I have seen many people say on the forums. Many people say burrows do not limit movement, but only restrict what jobs / tasks can be performed by a dwarf to those within the burrow. Which is correct? Movement or jobs? If it is just jobs, this sentence should be changed to relfect that.

In my experience, burrows don't strictly limit movement, but they do more than limit jobs; burrowed idlers will opt to stand around in the burrow, rather than standing around anywhere else. --Brilliand (talk) 16:12, 21 May 2013 (UTC)
Personal tools