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 v0.31:Remove

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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|Fine|18:17, 28 April 2011 (UTC)}}{{av}}
 
{{quality|Fine|18:17, 28 April 2011 (UTC)}}{{av}}
It seems that half the time in [[Fortress mode]], when you aren't building something, you're '''removing''' something.  Whether that's [[dig|digging]] away part of the landscape, tearing down a [[wall]], ripping up a [[bridge]], or just rearranging the [[furniture]], if it needs to get done then it needs to get done.
+
It seems that half the time in {{L|Fortress mode}}, when you aren't building something, you're '''removing''' something.  Whether that's {{L|dig|digging}} away part of the landscape, tearing down a {{L|wall}}, ripping up a {{L|bridge}}, or just rearranging the {{L|furniture}}, if it needs to get done then it needs to get done.
  
 
Although every specific article should have an explanation of how to remove that specific item or feature, if you're here you may need a more basic "how to".   
 
Although every specific article should have an explanation of how to remove that specific item or feature, if you're here you may need a more basic "how to".   
Line 7: Line 7:
  
 
==Dirt/stone==
 
==Dirt/stone==
:''Main article: [[Mining]]''
+
:''Main article: {{L|Mining}}''
  
[[Digging]] may be the most basic action in Dwarf Fortress. All you need is a dwarf with the [[mining]] [[labor]] activated, and access to a [[pick]].
+
{{L|Digging}} may be the most basic action in Dwarf Fortress. All you need is a dwarf with the {{L|mining}} {{L|labor}} activated, and access to a {{L|pick}}.
  
 
Then, designate an area to be mined. Do this by hitting the {{k|d}}esignate {{k|d}}ig keys. Then either left-click an area on the same z-level with the mouse, or use the cursor and {{k|Enter}} to establish one point, and move the cursor and repeat to select a rectangle to be dug out.
 
Then, designate an area to be mined. Do this by hitting the {{k|d}}esignate {{k|d}}ig keys. Then either left-click an area on the same z-level with the mouse, or use the cursor and {{k|Enter}} to establish one point, and move the cursor and repeat to select a rectangle to be dug out.
  
If you want (or need, to get up/down) to create [[stairs]] or [[ramp|ramps]] instead of tunnel, it works similarly but with some additional concerns - read those articles for details and command keys.
+
If you want (or need, to get up/down) to create {{L|stairs}} or {{L|ramp|ramps}} instead of tunnel, it works similarly but with some additional concerns - read those articles for details and command keys.
  
 
===Dug ramps/stairs===
 
===Dug ramps/stairs===
Similar to the above, but to designate the removal of carved [[ramp|ramps]] or natural [[slope|slopes]] (same thing), or carved [[stair|stairs]], use the {{k|d}}, {{k|z}} keys.
+
Similar to the above, but to designate the removal of carved {{L|ramp|ramps}} or natural {{L|slope|slopes}} (same thing), or carved {{L|stair|stairs}}, use the {{k|d}}, {{k|z}} keys.
  
 
===A digging "designation"===
 
===A digging "designation"===
Line 22: Line 22:
  
 
==Constructed walls, stairs, etc==
 
==Constructed walls, stairs, etc==
:''Main Article: [[Construction]]''
+
:''Main Article: {{L|Construction}}''
  
If you're trying to remove anything that is a [[construction]] (that is, anything that was built with the {{k|b}}, {{k|C}} keys), that's another designation, use {{k|d}} {{k|n}}, and mark the construction. Any dwarf will respond and (eventually) tear it down - which takes longer than it took to build.
+
If you're trying to remove anything that is a {{L|construction}} (that is, anything that was built with the {{k|b}}, {{k|C}} keys), that's another designation, use {{k|d}} {{k|n}}, and mark the construction. Any dwarf will respond and (eventually) tear it down - which takes longer than it took to build.
  
 
===Bridges===
 
===Bridges===
There are two types of [[bridge|briges]] - a retracting bridge / drawbridge, and just a long [[floor]] or a [[wall]] permanently spanning a gap.
+
There are two types of {{L|bridge|briges}} - a retracting bridge / drawbridge, and just a long {{L|floor}} or a {{L|wall}} permanently spanning a gap.
  
 
If it's the movable type, remove as you would furniture, with {{k|q}}, {{k|x}}.
 
If it's the movable type, remove as you would furniture, with {{k|q}}, {{k|x}}.
  
The latter is just a construction - remove the same as for a construction, above. Be sure, if it's a long floor or wall, that your dwarves won't be standing on one part while a critical part is removed - see [[cave in]].
+
The latter is just a construction - remove the same as for a construction, above. Be sure, if it's a long floor or wall, that your dwarves won't be standing on one part while a critical part is removed - see {{L|cave in}}.
  
 
===A "remove construction" order===
 
===A "remove construction" order===
Line 37: Line 37:
  
 
== Furniture ==
 
== Furniture ==
:''Main Article: [[Furniture]]''
+
:''Main Article: {{L|Furniture}}''
  
Use {{k|q}} (or {{k|t}}), move the cursor over the piece of furniture to be removed, and then hit {{k|x}}.  You'll also need a dwarf with the [[Hauling|furniture hauling]] [[labor]] activated, and then the patience to wait for one to respond.
+
Use {{k|q}} (or {{k|t}}), move the cursor over the piece of furniture to be removed, and then hit {{k|x}}.  You'll also need a dwarf with the {{L|Hauling|furniture hauling}} {{L|labor}} activated, and then the patience to wait for one to respond.
  
 
==Workshops==
 
==Workshops==
:''Main Article: [[Workshop]]''
+
:''Main Article: {{L|Workshop}}''
  
Similar to furniture, use {{k|q}} (or {{k|t}}), and then hit {{k|x}}. You'll need a dwarf with an appropriate [[labor]], depending on the exact workshop - this can be seen via {{k|q}} once the workshop has been marked for dismantling.
+
Similar to furniture, use {{k|q}} (or {{k|t}}), and then hit {{k|x}}. You'll need a dwarf with an appropriate {{L|labor}}, depending on the exact workshop - this can be seen via {{k|q}} once the workshop has been marked for dismantling.
  
 
===A "destroy" order for furniture or workshops===
 
===A "destroy" order for furniture or workshops===
Line 50: Line 50:
  
 
==Trash==
 
==Trash==
:''Main Articles: [[Stockpile]], [[Zone]], [[Refuse]]''
+
:''Main Articles: {{L|Stockpile}}, {{L|Zone}}, {{L|Refuse}}''
  
 
This is trickier, and there are 2 different approaches.
 
This is trickier, and there are 2 different approaches.
  
One is to create a [[refuse stockpile]] for that class of item ''(usually remains of [[vermin]] killed by a [[cat]], or items left after [[butcher|butchering]], but other items are possible)'', and wait for a dwarf with the [[Hauling|refuse hauling]] [[labor]] to find the free time to respond.
+
One is to create a {{L|refuse stockpile}} for that class of item ''(usually remains of {{L|vermin}} killed by a {{L|cat}}, or items left after {{L|butcher|butchering}}, but other items are possible)'', and wait for a dwarf with the {{L|Hauling|refuse hauling}} {{L|labor}} to find the free time to respond.
  
A more aggressive and specific method is to create a [[dump|garbage dump]] (using the {{k|i}} menu) and then mark the items for [[dump|dumping]]. Again, this requires refuse hauling, but it can create a [[Exploit#Quantum_stockpiles|quantum dump]] for any type of item. ([[Stone]] is a popular choice.)
+
A more aggressive and specific method is to create a {{L|dump|garbage dump}} (using the {{k|i}} menu) and then mark the items for {{L|dump|dumping}}. Again, this requires refuse hauling, but it can create a {{L|Exploit#Quantum_stockpiles|quantum dump}} for any type of item. ({{L|Stone}} is a popular choice.)
  
 
==Stockpiles==
 
==Stockpiles==
:''Main Article: [[Stockpile]]''
+
:''Main Article: {{L|Stockpile}}''
  
 
Stockpiles can be removed by pressing {{k|p}}, {{k|x}} and using the cursor keys and Enter to select the area where you don't want the stockpile to be anymore.
 
Stockpiles can be removed by pressing {{k|p}}, {{k|x}} and using the cursor keys and Enter to select the area where you don't want the stockpile to be anymore.
  
 
==Activity zones==
 
==Activity zones==
:''Main Article: [[Zone]]''
+
:''Main Article: {{L|Zone}}''
  
 
==Stones==
 
==Stones==
Line 70: Line 70:
  
 
==Water==
 
==Water==
:''Main Article: [[Water]]''
+
:''Main Article: {{L|Water}}''
  
 
Depending on the quantity and nature of the water in question and the surroundings of your fort, removing water can be performed in a number of ways:
 
Depending on the quantity and nature of the water in question and the surroundings of your fort, removing water can be performed in a number of ways:
  
:The most direct method is to either drain it into a lower space, or [[pump]] it elsewhere.
+
:The most direct method is to either drain it into a lower space, or {{L|pump}} it elsewhere.
:In hot environments, standing water is likely to [[evaporation|evaporate]], especially in the summer.
+
:In hot environments, standing water is likely to {{L|evaporation|evaporate}}, especially in the summer.
:Similarly, in [[Climate|freezing]] areas you may be able to wait for water to [[Ice|freeze]] and then [[mine]] it out.
+
:Similarly, in {{L|Climate|freezing}} areas you may be able to wait for water to {{L|Ice|freeze}} and then {{L|mine}} it out.
:Water in ponds or cisterns will evaporate if it reaches a [[Water#Water depth|depth]] of only 1/7 units. Spread it around by channeling a larger area for it to flow into.
+
:Water in ponds or cisterns will evaporate if it reaches a {{L|Water#Water depth|depth}} of only 1/7 units. Spread it around by channeling a larger area for it to flow into.
:With careful (and rather [[labor]]-intensive) use of water source and [[pond]] [[Zone|zones]] with [[Bucket|buckets]] you can have your dwarves move water from one location to another, out of your way.
+
:With careful (and rather {{L|labor}}-intensive) use of water source and {{L|pond}} {{L|Zone|zones}} with {{L|Bucket|buckets}} you can have your dwarves move water from one location to another, out of your way.
:If you've got a renewable source of water (a [[river]], for example), you'll have to get creative with engineering to [[dam]] or divert the flow.
+
:If you've got a renewable source of water (a {{L|river}}, for example), you'll have to get creative with engineering to {{L|dam}} or divert the flow.
:An advanced method, with the potential for lots of [[Fun]], is to combine [[magma]] with your water. You can get a lot of valuable [[Obsidian|obsidian]] this way, though - see [[Obsidian farming]] for more information.
+
:An advanced method, with the potential for lots of {{L|Fun}}, is to combine {{L|magma}} with your water. You can get a lot of valuable {{L|Obsidian|obsidian}} this way, though - see {{L|Obsidian farming}} for more information.
  
'''Note:''' [[Murky pool|Murky pools]] will refill when it rains; you may need to take steps to prevent this if you want rid of a body of water permanently.
+
'''Note:''' {{L|Murky pool|Murky pools}} will refill when it rains; you may need to take steps to prevent this if you want rid of a body of water permanently.
  
 
===muddy floor===
 
===muddy floor===
After an area has water on it and dries, it will become [[mud|muddy]].  The best way to remove this is to have a dwarf with the [[stone detailing]] [[labor]] activated, and [[designate]] the muddy area for "smoothing", via {{k|d}} + {{k|s}}.
+
After an area has water on it and dries, it will become {{L|mud|muddy}}.  The best way to remove this is to have a dwarf with the {{L|stone detailing}} {{L|labor}} activated, and {{L|designate}} the muddy area for "smoothing", via {{k|d}} + {{k|s}}.
  
If the stone is already smooth (or if you don't want it to be smooth in the first place), simply place a piece of furniture (such as an [[armor stand]], [[statue]], or [[animal trap]]) on top of each muddy tile and the mud will be removed.
+
If the stone is already smooth (or if you don't want it to be smooth in the first place), simply place a piece of furniture (such as an {{L|armor stand}}, {{L|statue}}, or {{L|animal trap}}) on top of each muddy tile and the mud will be removed.
  
 
==Magma==
 
==Magma==
Magma is a very dangerous liquid, but it will [[evaporate]] exactly like water once it drains down to a depth of 1/7.   
+
Magma is a very dangerous liquid, but it will {{L|evaporate}} exactly like water once it drains down to a depth of 1/7.   
  
Alternately, the addition of water to the magma, even if only at a depth of 1/7, will create [[obsidian]].
+
Alternately, the addition of water to the magma, even if only at a depth of 1/7, will create {{L|obsidian}}.
  
 
==Bodies==
 
==Bodies==
Bodies of your dwarves, and their body parts, or bones, will be put into your [[graveyard]], or into individual [[Tomb|tombs]] if that dwarf was assigned to it. Built [[Coffin|coffins]] which have been set to 'Use for burial' will  This requires the Burial labor enabled on a living dwarf.
+
Bodies of your dwarves, and their body parts, or bones, will be put into your {{L|graveyard}}, or into individual {{L|Tomb|tombs}} if that dwarf was assigned to it. Built {{L|Coffin|coffins}} which have been set to 'Use for burial' will  This requires the Burial labor enabled on a living dwarf.
  
Bodies of everything else, from [[vermin]] to [[Titan|Titans]], will be placed in the Refuse Stockpile, by a dwarf with Refuse Hauling.  If these corpses are unrotten and butcherable, dwarves with Butchery enabled will take them to the Butcher's workshop and cut them into meat, fat, bones, a skull, and [[Butcher's shop|the other bodily stuff]]. Almost everything will be used as food, and delivered to that stockpile, a few other parts, like [[hair]], becomes refuse. [[Bone|Bones]], [[Skull|skulls]] and some other hard body parts can be made [[Bone carver|use]] of after this.
+
Bodies of everything else, from {{L|vermin}} to {{L|Titan|Titans}}, will be placed in the Refuse Stockpile, by a dwarf with Refuse Hauling.  If these corpses are unrotten and butcherable, dwarves with Butchery enabled will take them to the Butcher's workshop and cut them into meat, fat, bones, a skull, and {{L|Butcher's shop|the other bodily stuff}}. Almost everything will be used as food, and delivered to that stockpile, a few other parts, like {{L|hair}}, becomes refuse. {{L|Bone|Bones}}, {{L|Skull|skulls}} and some other hard body parts can be made {{L|Bone carver|use}} of after this.
  
 
==Miasma==
 
==Miasma==
Line 106: Line 106:
  
 
==!!Fire!!==
 
==!!Fire!!==
Good luck removing [[fire]].  Water will only remove flames if the object is completely immersed in 7/7 water.  Obviously, this is problematic if a dwarf is burning.  Your best bet is to isolate the burning substances (clothing, dwarves, beer, etc) and prevent any dwarves or animals from accessing the banned areas until all the flames burn out.
+
Good luck removing {{L|fire}}.  Water will only remove flames if the object is completely immersed in 7/7 water.  Obviously, this is problematic if a dwarf is burning.  Your best bet is to isolate the burning substances (clothing, dwarves, beer, etc) and prevent any dwarves or animals from accessing the banned areas until all the flames burn out.
  
Creating a [[cave-in]] can destroy the burning item completely, which is no loss since it's already burning. (Read up on cave-ins before doing this to avoid worse problems.)
+
Creating a {{L|cave-in}} can destroy the burning item completely, which is no loss since it's already burning. (Read up on cave-ins before doing this to avoid worse problems.)
  
 
==Stuff via the init.txt file==
 
==Stuff via the init.txt file==

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)