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Difference between revisions of "v0.34:Activity zone"

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Activity zones can be placed in any [[revealed tile]], including in [[open space]] or over a [[river]] or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones [[menu]], ({{k|i}})Pressing {{k|e}} in the Zones menu cycles through each method, and pressing {{k|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{k|+}}/{{k|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ([[healthcare|hospital]], 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 maximum size of an activity zone is 31x31.
 
Activity zones can be placed in any [[revealed tile]], including in [[open space]] or over a [[river]] or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones [[menu]], ({{k|i}})Pressing {{k|e}} in the Zones menu cycles through each method, and pressing {{k|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{k|+}}/{{k|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ([[healthcare|hospital]], 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 maximum size of an activity zone is 31x31.
  
== Water source ==
+
== Water source {{k|w}} ==
:Shortcut {{k|w}}
 
 
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], 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.
 
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], 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.
  
== Fishing zone ==
+
== Fishing zone {{k|f}} ==
:Shortcut {{k|f}}
 
 
Dwarves will preferably use these zones when [[fish]]ing, using them up until their supply is exhausted (and exclusively if designated as such by [[standing orders]]: {{k|o}}-{{k|z}}). As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing off a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, and moreover building a [[Fishing industry#Industry management|fishing inlet]] is an easy and logistically rewarding project, so it is recommended to eventually construct one and designate it as the fortress's fishing area by combining an activity zone and a change in the standing orders settings. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone, and you can defend against swimming building destroyers pathing into your fortress through this route by using [[fortification]]s.
 
Dwarves will preferably use these zones when [[fish]]ing, using them up until their supply is exhausted (and exclusively if designated as such by [[standing orders]]: {{k|o}}-{{k|z}}). As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing off a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, and moreover building a [[Fishing industry#Industry management|fishing inlet]] is an easy and logistically rewarding project, so it is recommended to eventually construct one and designate it as the fortress's fishing area by combining an activity zone and a change in the standing orders settings. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone, and you can defend against swimming building destroyers pathing into your fortress through this route by using [[fortification]]s.
  
== Garbage dump ==
+
== Garbage dump {{k|g}} ==
 
[[File:Stockpile.png|thumb|350px|right|Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a [[stockpile]] (note that since the changes made in version 0.34.10, [[mining]] doesn't generate quite so many leftover stones, though the number is still significant).]]
 
[[File:Stockpile.png|thumb|350px|right|Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a [[stockpile]] (note that since the changes made in version 0.34.10, [[mining]] doesn't generate quite so many leftover stones, though the number is still significant).]]
:Shortcut {{k|g}}
 
  
 
Garbage dump zones are areas in which dwarves will throw items designated for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (area dumping; note that this designates ''all'' items on the tiles for dumping, even placed [[furniture]]). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers whenever the items appear on the map.
 
Garbage dump zones are areas in which dwarves will throw items designated for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (area dumping; note that this designates ''all'' items on the tiles for dumping, even placed [[furniture]]). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers whenever the items appear on the map.
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Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile [[stockpile]]s into single-tile [[quantum stockpiles]] (although this requires additional work and is usually considered an [[exploit]]). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your [[miner]]s: mark them for dumping, wait for the jobs to be completed, and then reclaim them ({{k|d}}-{{k|b}}-{{k|c}}) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.  
 
Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile [[stockpile]]s into single-tile [[quantum stockpiles]] (although this requires additional work and is usually considered an [[exploit]]). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your [[miner]]s: mark them for dumping, wait for the jobs to be completed, and then reclaim them ({{k|d}}-{{k|b}}-{{k|c}}) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.  
  
== Pen/Pasture ==
+
== Pen/Pasture {{k|n}} ==
 
{{main|Pasture}}
 
{{main|Pasture}}
:shortcut {{k|n}}
 
  
 
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. Many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  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 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.
 
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. Many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  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 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.
  
== Pit/Pond ==
+
== Pit/Pond {{k|p}} ==
:Shortcut {{k|p}}
 
  
 
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 change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.
 
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 change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.
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If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.
 
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.
  
== Sand Collection ==
+
== Sand Collection {{k|s}} ==
:Shortcut {{k|s}}
 
  
 
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]].
 
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 ==
+
== Clay Collection {{k|c}} ==
:shortcut {{k|c}}
 
  
 
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]].
 
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]].
  
== Meeting Area ==
+
== Meeting Area {{k|m}} ==
:Shortcut {{k|m}}
 
  
 
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to [[meeting hall]]s. Additionally, immigrants will collect at a meeting area until their "migrant" status wears off.
 
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to [[meeting hall]]s. Additionally, immigrants will collect at a meeting area until their "migrant" status wears off.
Line 82: Line 74:
 
Be warned that having dwarves socialize will often result in them becoming [[friend]]s (or forming a [[grudge]]).
 
Be warned that having dwarves socialize will often result in them becoming [[friend]]s (or forming a [[grudge]]).
  
== Hospital ==
+
== Hospital {{k|h}} ==
 
:''See also: [[Healthcare#Setting_up_a_Hospital|Setting up a Hospital]]''
 
:''See also: [[Healthcare#Setting_up_a_Hospital|Setting up a Hospital]]''
 
:Shortcut {{k|h}}
 
 
   
 
   
 
A hospital zone allows [[wound]]ed dwarves to rest, receive care, and be [[healthcare|treated]]. Dwarves can still rest, be cared for and receive some treatments in any fortress bed but in order for doctors to use medical furniture they must be designated in a hospital zone. Hospital zones will claim any [[traction bench]]es, [[Plaster powder|casting powder]], [[splint]]s, [[crutch]]es, [[table]]s, [[bed]]s, [[thread]], [[cloth]], [[soap]], [[bucket]]s and some [[container]]s within its area. The limits of storage in containers can be set in the zones menu by using ({{k|i}}) selecting the hospital zone and then {{k|H}}.
 
A hospital zone allows [[wound]]ed dwarves to rest, receive care, and be [[healthcare|treated]]. Dwarves can still rest, be cared for and receive some treatments in any fortress bed but in order for doctors to use medical furniture they must be designated in a hospital zone. Hospital zones will claim any [[traction bench]]es, [[Plaster powder|casting powder]], [[splint]]s, [[crutch]]es, [[table]]s, [[bed]]s, [[thread]], [[cloth]], [[soap]], [[bucket]]s and some [[container]]s within its area. The limits of storage in containers can be set in the zones menu by using ({{k|i}}) selecting the hospital zone and then {{k|H}}.
  
== Animal Training ==
+
== Animal Training {{k|t}} ==
:Shortcut {{k|t}}
 
  
 
An animal training zone allows animals to be [[Animal trainer|trained]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[Chain|restraint]].  
 
An animal training zone allows animals to be [[Animal trainer|trained]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[Chain|restraint]].  

Revision as of 16:34, 23 June 2013

This article is about an older version of DF.

Activity zones are areas to which dwarves are constrained when performing specific tasks, such as fishing, dumping objects, or collecting water. Activity 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 danger.

Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones menu, (i)Pressing e in the Zones menu cycles through each method, and pressing Enter begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using +/- to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, 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 maximum size of an activity zone is 31x31.

Water source w

Dwarves will use these zones to draw water, to satisfy booze-less thirst, tend to another thirsty dwarf (with the Give Water job), or to fill a 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 wells - this is redundant as they are already considered their own water source.

Fishing zone f

Dwarves will preferably use these zones when fishing, using them up until their supply is exhausted (and exclusively if designated as such by standing orders: o-z). As with water sources, only tiles adjacent to water qualify as usable tiles. Far-flung fisherdwarves fishing off a distant river or pool are a serious defensive liability in case of an attack, and moreover building a fishing inlet is an easy and logistically rewarding project, so it is recommended to eventually construct one and designate it as the fortress's fishing area by combining an activity zone and a change in the standing orders settings. You can fish through a grate or even a well, provided there is water in the well 1 z-level below the activity zone, and you can defend against swimming building destroyers pathing into your fortress through this route by using fortifications.

Garbage dump g

Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a stockpile (note that since the changes made in version 0.34.10, mining doesn't generate quite so many leftover stones, though the number is still significant).

Garbage dump zones are areas in which dwarves will throw items designated for dumping - either with by using k-d (one item at a time), or d-b-d (area dumping; note that this designates all items on the tiles for dumping, even placed furniture). Garbage dumps are not the same as refuse stockpiles, which can be designated to accept any specific type(s) of refuse, such as animal corpses or bones, and then are randomly filled by haulers whenever the items appear on the map.

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 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.

Garbage dumps only accept items that have been marked for dumping, require dwarves to have refuse hauling labor enabled, and are subject to refuse standing orders (o-r). Most notably, dwarves will not dump items that are outside unless you allow them to (o->r->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 pit), not onto an open space. Items dumped into magma that are not magma safe will permanently disappear permanently, which is useful for disposing of clutter and increasing fps. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects. Dumping items into magma can be dangerous due to the magma mist generated when objects fall into magma. It is advised to dump items into magma from a hole several z-levels up to avoid !!Dwarves!! running around the fortress.

Dumped items are automatically marked as forbidden, preventing dwarves from touching them. 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-b-c and tracing the designation over the objects in question. If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will continue hauling / using the item, until an active garbage dump is marked.

If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing into that open space, even if it could potentially be done more efficiently. If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest. If a tile to the north and a tile to the west are the only tiles available, they will throw to the west. Such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress. However care must be taken to prevent dwarves and livestock from being struck by falling objects, perhaps with traffic designations. Dwarves usually throw dumped items in the nearest available garbage dump, although this is not an ironclad rule. If a nearer zone becomes available after they have already started the job they will ignore it. They also have a preference for open space dumps.

Probably due to a bug, dwarves occasionally ignore items that are meant to be dumped; viewing the item by pressing k then toggling forbid and dump status on, then off again (f-f-d-d) seems to correct this problem. Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.

Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile stockpiles into single-tile quantum stockpiles (although this requires additional work and is usually considered an exploit). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your miners: mark them for dumping, wait for the jobs to be completed, and then reclaim them (d-b-c) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.

Pen/Pasture n

Main article: Pasture

A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing N from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. Many domestic animals will become hungry and starve if not assigned to a pasture with grass or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve). 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 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 catsplosions.

Pit/Pond p

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 change it to a pond, press P then f. It can be changed back to a pit the same way.

Creatures can be assigned to a pit/pond through the P menu. If the creature is caged, 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 not all hostile creatures can safely be dragged to a pit opening. Large creatures will escape on being released from their cage. See Mass pitting for more information on pit design involving hostile creatures. "Thieves/snatchers" includes the common goblin thief, but also animals such as chimpanzees.

The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with water, carried by bucket from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole. Each bucketful increases the depth of the water in the tile below by 1/7. Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.

Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.

Specifying a pond zone is one technique used for irrigation, in order to make mud for farming on areas without soil.

Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).

If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.

Sand Collection s

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 c

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.

Meeting Area m

Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their "migrant" status wears off.

Note that the wagon you 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 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, such as within the fortress. It is however not advisable to have animals mill around in crowded (read: any) 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 war dogs...

Designating a meeting area is done via the zone menu; type i, set up a zone, and mark it both "active" and "meeting".

A meeting area filled with dwarves increases the social skills 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 prevent dwarves from becoming cave-adapted.

Be warned that having dwarves socialize will often result in them becoming friends (or forming a grudge).

Hospital h

See also: Setting up a Hospital

A hospital zone allows wounded dwarves to rest, receive care, and be treated. Dwarves can still rest, be cared for and receive some treatments in any fortress bed but in order for doctors to use medical furniture they must be designated in a hospital zone. Hospital zones will claim any traction benches, casting powder, splints, crutches, tables, beds, thread, cloth, soap, buckets and some containers within its area. The limits of storage in containers can be set in the zones menu by using (i) selecting the hospital zone and then H.

Animal Training t

An animal training zone allows animals to be trained. 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 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.

Bugs

Hospital stores more materials than assigned. Bug:191 Bug:4406 (several more) (despite some bugs being marked as resolved, this still happens in 0.34.11.