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Difference between revisions of "40d:Activity zone"

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(→‎Sand Collection: stuff that's SOIL_SAND in the raws)
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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.
 +
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient.
  
 
==Meeting Area==
 
==Meeting Area==

Revision as of 17:34, 4 May 2008

Activity zones are areas in which dwarves are instructed to perform specific tasks. They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river. They are placed similarly to stockpiles, by selecting a rectangular area using Enter from within the i:Zones menu. Unlike stockpiles, they are only visible while in the i:Zones menu. Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the i:Zones menu.

When hovering over the activity zone, you may tap a to enable or disable the zone. Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.

Water Source

Shortcut w

Water source zones are areas in which dwarves will look for water to fill buckets or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.

To place a water source, trace a zone which surrounds a pool of water. Each ground tile within the zone that is adjacent to the water is considered a water source tile. 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.

Fishing

Shortcut f

Fishing zones are areas in which dwarves will attempt to fish.

To place a fishing zone, trace a zone which contains both water and ground tiles near an ocean, pool, brook, stream, river, or lake. Fishing may also be done at artificially-created ponds. As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.

Garbage Dump

Shortcut g

Garbage dump zones are areas in which dwarves will throw refuse designated by using k then d. 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.

To place a garbage dump, trace a zone on either a relatively-empty plot of land or adjacent to a cliff face or hole. 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 pit), not onto an open space.

Things that are dumped are automatically marked as "forbidden". If you wish to use dumped items, you need to reclaim them. Press k to view the item and f to toggle forbid status. You may also use the reclaim designation to reclaim simultaneously all of the items dumped by using d then c and tracing the designation over top of the objects.

Pit/Pond

Shortcut p

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.

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 the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.

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 P to open a menu which allows you to choose whether it is a pit or pond. You may also specify animals you would like to throw into the pit or pond by selecting them with + and - and hitting Enter; a + 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.

Sand Collection

Shortcut s

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. Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient.

Meeting Area

Shortcut m

Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version. Additionally, immigrants will collect here until their "migrant" status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until "migrant" wears off.