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Editing v0.31:Burrow
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Burrows are part of the new organization of fortresses, user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves. | Burrows are part of the new organization of fortresses, user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves. | ||
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== Defining a new burrow == | == Defining a new burrow == | ||
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To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other area selections, burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also unlike most other area selections, they may overlap. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' You can also set the colors and symbols used for different burrows to help tell them apart. 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. | To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other area selections, burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also unlike most other area selections, they may overlap. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' You can also set the colors and symbols used for different burrows to help tell them apart. 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. | ||
− | Unlike | + | Unlike {{L|activity zone}}s, burrows can also be extended through not-yet revealed tiles, thus allowing to designate "mining zones" for differently {{L|skill}}ed miners. You can only see the parts of the burrow that have been revealed, but the burrow actually extends exactly as far as you defined it. |
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. Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. 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. | 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. Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. 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. | ||
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== Uses for Burrows == | == Uses for Burrows == | ||
=== Defending an Area === | === Defending an Area === | ||
− | ''Full article: | + | ''Full article: {{l|Scheduling}} |
− | Burrows are one of the ways you can give passive orders to | + | Burrows are one of the ways you can give passive orders to {{l|squads}} and civilians during {{l|Scheduling#Alert levels|alerts}}. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order "Defend Burrows" '''cannot''' be given without first creating burrows to assign defenders to. Under a "Defend Burrows" order, dwarves in the squad are stationed in the specific area and will defend it proactively. |
=== Civilian Alerts === | === Civilian Alerts === | ||
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===Help! Goblins are chasing me in circles!=== | ===Help! Goblins are chasing me in circles!=== | ||
− | One problem with outdoor work is the lack of safe areas, the presence of ambushers, and civilian | + | One problem with outdoor work is the lack of safe areas, the presence of ambushers, and civilian dwarfs who will, by default, run in the dumbest direction possible. You can create small bolt-holes in the wilderness outside your fort and give them a floor hatch as a door.. When ambushers appear, add your outdoor workers to the nearest bolt-hole burrow. After they run inside, lock the door. You don't even need to (and probably shouldn't) hook these bolt holes up to your main fort, they are for short term emergencies. But you could stock them with a little food and booze, just in case. |
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== Bugs == | == Bugs == | ||
− | Currently there are several bugs in the burrow implementation, the most notable being the burrow alternative to the [[ | + | Currently there are several bugs in the burrow implementation, the most notable being the burrow alternative to the [[Planepacked]] glitch: If you put a material-gathering moody dwarf into a burrow that does not contain the claimed workshop, the dwarf will "forget" that he already brought this type of item to his workshop and repeat this until there are no more items of this type in the burrow, or you let him out of the burrow. When the dwarf starts working on his artifact, he will use ''everything'' he brought to the burrow to make an artifact of potentially infinite value.<br />On the other hand, the most common bug is the "{{l|Dwarf cancels Store Item: Item inaccessible}}" message spam that results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have. |
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