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Editing 40d:Activity zone

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{{quality|Exceptional|15:44, 30 September 2010 (UTC)}}{{av}}
 
 
 
'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.
 
'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.
  
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==Water Source==
 
==Water Source==
:''Shortcut'' {{k|w}}
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:Shortcut {{k|w}}
 
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.
 
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.
  
 
To define a water source, place a zone next to a constructed or natural [[murky pool]], [[river]], or [[channel]] full of ''[[Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[grate]]s and floor [[bars]], as well as directly on top of a [[brook]].
 
To define a water source, place a zone next to a constructed or natural [[murky pool]], [[river]], or [[channel]] full of ''[[Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[grate]]s and floor [[bars]], as well as directly on top of a [[brook]].
 
This zone should '''not''' be used with [[well]]s - they are already their own type of water source.
 
  
 
==Fishing==
 
==Fishing==
:''Shortcut'' {{k|f}}
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:Shortcut {{k|f}}
 
Fishing zones are areas in which dwarves will attempt to [[fish]].
 
Fishing zones are areas in which dwarves will attempt to [[fish]].
  
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== Garbage Dump ==
 
== Garbage Dump ==
:''Shortcut'' {{k|g}}
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:Shortcut {{k|g}}
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{k|d}}, {{k|b}}, {{k|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.
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Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.
  
 
Garbage dumps:
 
Garbage dumps:
 
:* Only accept items that have been marked for dumping.
 
:* Only accept items that have been marked for dumping.
:* Require dwarves to have [[refuse hauling]] [[labor]] enabled.
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:* Require dwarfs to have [[refuse hauling]] [[labor]] enabled.
 
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -> {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}->{{k|r}}->{{k|o}}).
 
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -> {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}->{{k|r}}->{{k|o}}).
  
 
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]].  
 
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]].  
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square; this can be used for [[stone management]].
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Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used for [[stone management]].
  
Once items are dumped they are automatically marked as "forbidden" however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{k|d}}, {{k|b}}, {{k|c}} and tracing the designation over top of the objects.
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Once items are dumped they are automatically marked as "forbidden" however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.
  
 
Dumping can be used as an effective siege defense tactic in an entirely above-ground fortress, since ordering dwarves to stay inside will have no effect - when you get a siege, make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.
 
Dumping can be used as an effective siege defense tactic in an entirely above-ground fortress, since ordering dwarves to stay inside will have no effect - when you get a siege, make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.
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==Pit/Pond==
 
==Pit/Pond==
:''Shortcut'' {{k|p}}
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Pit zones are areas that dwarves can be instructed to fill with specific [[creature]]s.  The zone will only ever be used if you specify an animal manually to be dumped into the pit. Be wary that merchant guards will attack dangerous creatures that are on their way to be pitted, regardless of the creature not being able to attack back. So wait for merchants to leave before pitting anything.
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:Shortcut {{k|p}}
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Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit. Be wary that merchant guards will attack dangerous creatures that are on their way to be pitted, regardless of the creature not being able to attack back. So wait for merchants to leave before pitting anything.
  
 
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 6/7 state.
 
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 6/7 state.
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To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.
 
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.
  
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animal]]s you would like to throw into the pit or pond by selecting them with {{k|+}} and {{k|-}} and hitting {{k|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.
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After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.
  
 
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.
 
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.
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There is a small bug / glitch where dwarves pitting a hostile creature will cancel their task and run away after releasing the hostile from their cage. The only way to avoid this is to not stockpile / build cages that contain the creature you want to pit. Therefore, after capturing a creature with the cage trap, leave the cage where it is if you want to pit the captured creature.
 
There is a small bug / glitch where dwarves pitting a hostile creature will cancel their task and run away after releasing the hostile from their cage. The only way to avoid this is to not stockpile / build cages that contain the creature you want to pit. Therefore, after capturing a creature with the cage trap, leave the cage where it is if you want to pit the captured creature.
  
To the above mentioned bug, there is also an alternative. You can build a cage and as it asks you to select a cage, press x to "expand" the list. This way it should show all the information of a cage - i.e. Kobold Cage (Pine). After placing the cage in your desired location, link a lever to the cage and pull it to release the creature. This is a good idea for a large "prisoner" battle.
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To the above mentioned bug, there is also an alternative. You can build a cage and as it asks you to select a cage, press x to "expand" the list. This way it should show all the information of a cage - I.E. Kobold Cage (Pine). After placing the cage in your desired location, link a Lever to the cage and pull it to release the creature. This is a good idea for a large "prisoner" battle.
  
 
==Sand Collection==
 
==Sand Collection==
:''Shortcut'' {{k|s}}
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:Shortcut {{k|s}}
 
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].
 
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].
 
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up "collect sand" tasks at the building or using the [[manager]] screen.
 
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up "collect sand" tasks at the building or using the [[manager]] screen.
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==Meeting Area==
 
==Meeting Area==
:''Shortcut'' {{k|m}}
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:Shortcut {{k|m}}
 
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.
 
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.
  
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There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both "active" and "meeting".  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].
 
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both "active" and "meeting".  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].
  
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statue]]s and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]]. Your starting [[wagon (embark)|wagon]] will serve as a meeting hall until you establish an official one or it is disassembled.
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Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]]. Your starting [[wagon]] will serve as a meeting hall until you establish an official one or it is disassembled.
  
 
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.
 
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.
 
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