v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Zones
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{Quality| | + | {{migrated article}} |
+ | {{Quality|Unrated}} | ||
{{av}} | {{av}} | ||
[[Image:Zones menu v50.03.png|right]] | [[Image:Zones menu v50.03.png|right]] | ||
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]]. | '''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]]. | ||
− | Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for others (dumping), and are used primarily to keep dwarves out of [[fun|danger]]. | + | Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]]. |
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone. | Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone. | ||
Line 9: | Line 10: | ||
Unlike [[stockpiles]], multiple zones can overlap. | Unlike [[stockpiles]], multiple zones can overlap. | ||
− | For select | + | For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created. |
− | Some zones can be further specified into [[locations]] after creation. To do this | + | Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms. |
− | In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of | + | In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited. |
− | |||
− | + | == Meeting area == | |
− | + | Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings. A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s. | |
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). | It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). | ||
− | + | == Office == | |
− | |||
− | |||
{{main|Office}} | {{main|Office}} | ||
− | + | == Bedroom == | |
− | |||
− | |||
{{main|Bedroom}} | {{main|Bedroom}} | ||
− | + | == Dormitory == | |
− | |||
− | |||
{{main|Dormitory}} | {{main|Dormitory}} | ||
− | + | == Dining hall == | |
− | |||
− | |||
{{main|Dining hall}} | {{main|Dining hall}} | ||
− | + | == Barracks == | |
− | |||
− | |||
{{main|Barracks}} | {{main|Barracks}} | ||
− | + | == Pen/Pasture == | |
− | |||
− | |||
{{main|Pasture}} | {{main|Pasture}} | ||
− | + | A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the "grazer" token in the raws should be assigned to a pasture. This includes mules, cows, goats, horses, yaks, unicorns etc. Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s. | |
− | + | == Archery range == | |
{{main|Archery range}} | {{main|Archery range}} | ||
− | + | == Pit/Pond == | |
− | |||
− | |||
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]] Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only "thief" type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. | {{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]] Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only "thief" type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. | ||
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls. | See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls. | ||
}} | }} | ||
− | + | A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand. Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond. By default, the zone will be a pit. To toggle between pit and pond, press corresponding icon in zone information menu. | |
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. | Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. | ||
Line 78: | Line 64: | ||
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river). | Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river). | ||
− | + | == Garbage Dump == | |
{{main|Garbage dump}} | {{main|Garbage dump}} | ||
− | + | Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses. | |
+ | |||
+ | The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks. | ||
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them. | Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them. | ||
− | + | == Water source == | |
− | + | Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source. | |
− | |||
− | |||
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones. | If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones. | ||
Line 100: | Line 86: | ||
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later. | [[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later. | ||
− | + | == Animal Training == | |
{{main|Animal Training}} | {{main|Animal Training}} | ||
− | |||
− | |||
− | + | == Dungeon == | |
{{main|Jail}} | {{main|Jail}} | ||
− | |||
− | + | == Tomb == | |
{{main|Tomb}} | {{main|Tomb}} | ||
− | |||
− | + | == Fishing == | |
− | + | Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone. | |
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone. | The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone. | ||
− | + | == Gather Fruit == | |
− | + | This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu. | |
− | + | == Sand collection == | |
{{main|Glass industry#Collecting sand}} | {{main|Glass industry#Collecting sand}} | ||
− | + | A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]]. | |
− | + | == Clay collection == | |
{{main|Ceramic industry#Clay collection}} | {{main|Ceramic industry#Clay collection}} | ||
− | + | A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]]. | |
− | == | + | == Animal training == |
− | + | An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. | |
− | + | To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [[ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{Zones}} | {{Zones}} |