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

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'''Activity zones''' are areas in which [[dwarf|dwarves]] are instructed to perform specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of [[fun|danger]].
+
'''Activity zones''' are areas to which [[dwarf|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 [[fun|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]], ({{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. 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.
+
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.
  
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.
+
== Water source ==
 +
:{{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.
  
== Water Source ==
+
== Fishing zone ==
:Shortcut {{k|w}}  
+
:{{k|f}}
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.
+
Dwarves will preferably use these zones when [[fish]]ing, using them up until their supply is exhausted before on to the next water source (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.
  
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.
+
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.
  
== Fishing ==
+
== Garbage dump ==
:Shortcut {{k|f}}
+
{{main|Garbage dump}}
The above advice for '''water source''' zones is applicable to fishing zones. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone.
+
:{{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 ==
 
: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#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers as the items become available 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.
 
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:
+
Be aware that 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.
:* Only accept items that have been marked for dumping.
 
:* 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}}).
 
 
 
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]] (provided they are not [[magma safe]]) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.
 
 
 
Once items are dumped they are automatically marked as "[[forbid]]den" 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.
 
 
 
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.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.
 
 
 
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.
 
 
 
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}->{{k|f}}->{{k|d}}->{{k|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.
+
== Pen/Pasture ==
 +
{{main|Pasture}}
 +
:{{k|n}}
  
:Notes
+
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. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. 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 animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and 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.
* Garbage dumps are great space savers because they can hold an infinite number of items on one tile. If the dump is designated inside a workshop, the workshop will not become cluttered.
 
* It may be a good idea, to set a garbage dump in a stone workshop, then fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarfs will not haul them into a far stone stockpile.
 
* 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 the intended behavior, items will be dumped into the magma.
 
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, everything in that area will be dumped starting with the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven flour, then both the barrel, bag, and flour will be designated for dump, and the order will be: flour (you will lose any milled plant / liquid if hauled from the container), bag, barrel.
 
* If you want to quickly sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarfs to run much less. (Technically they should just stay still, and unload the contents). After you have finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.
 
* If you designate items for dumping, but forget to mark an active garbage dump, your dwarfs will continue hauling / using the item, until an active garbage dump is marked.
 
 
 
== Pen/[[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.
 
  
 
== Pit/Pond ==
 
== Pit/Pond ==
:Shortcut {{k|p}}
+
:''See also: [[Mass pitting]]''
 
+
:{{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.
 
 
 
Creatures can be assigned to a pit/pond through the {{k|P}} menu.  A dwarf will lead the beast to the ramp or hole 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 and thieves/snatchers 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 ==
 
:Shortcut {{k|s}}
 
 
 
Sand collection zones are important in the [[glass industry]]. They may be placed anywhere, but are only useful when actually placed on [[sand]].
 
 
 
== Clay Collection ==
 
:shortcut {{k|c}}
 
 
 
Clay collection zones are important in the [[ceramic industry]].
 
 
 
== Meeting Area ==
 
:Shortcut {{k|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.
+
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. Creatures can be assigned to a pit/pond through the {{k|P}} menu. If the creature is [[cage]]d, 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 may escape on being released from their cage, as may thieves. See [[Mass pitting]] for more information on pit design involving hostile creatures. Additionally, dwarves refuse to pit dwarves, hostile or not.
  
Note that the [[wagon (embark)|wagon]] you [[embark|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.
+
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; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.
  
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.
+
== Sand collection ==
 +
{{main|Glass industry#Collecting sand}}
 +
:{{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]].
  
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". [[Sculpture garden|Statue gardens]] and [[zoo]]s are intrinsically meeting halls, as are [[room]]s defined from a [[well]]. However, you can also create a Meeting Hall.
+
== Clay collection ==
 +
{{main|Ceramic industry#Clay collection}}
 +
:{{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 meeting area filled with dwarves increases the social skills of idlers. It makes idle dwarves a little less idle, and makes selecting a replacement broker easier. Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming [[cave adaptation|cave-adapted]].
+
== Meeting area ==
 +
:{{k|m}}
 +
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to [[meeting hall]]s. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|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 do so so as 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 within the fortress. A meeting area filled with dwarves increases the [[social skill]]s 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 additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
  
Be warned that having dwarves socialize will often result in them becoming [[friend]]s (or forming a [[grudge]]).
+
It is not advisable to have animals mill around in crowded 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 [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). Designating a meeting area is done via the zone menu; type {{k|i}}, set up a zone, and mark it both "active" and "meeting".
  
 
== Hospital ==
 
== Hospital ==
:Shortcut {{k|h}}
+
{{main|Healthcare#Setting_up_a_Hospital}}
 
+
:{{k|h}}
A Hospital zone is an area designated for the [[Healthcare|care and treatment]] of sick and [[wound]]ed dwarves.
 
 
 
===Setting up a Hospital===
 
 
 
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain [[furniture]] and supplies to function properly:
 
 
 
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"
 
|-
 
! Furniture
 
! Function
 
|-
 
| [[Bed]]s
 
| Allow sick dwarves to [[rest]]
 
|-
 
| [[Table]]s
 
| Used in surgery
 
|-
 
| [[Traction bench]]es
 
| Immobilize dwarves who need to stay still to heal
 
|-
 
| [[Container|Boxes/Bags]]
 
| Storage for medical supplies
 
|}
 
 
 
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"
 
|-
 
! Medical equipment
 
! Function
 
! Unit quantity*
 
|-
 
| [[Thread]]
 
| Required for suturing wounds
 
| 15000
 
|-
 
| [[Cloth]]
 
| Required for bandages
 
| 10000
 
|-
 
| [[Splint]]s
 
| Used to bind broken bones
 
| 1
 
|-
 
| [[Crutch]]es
 
| Walking aid for dwarves with leg injuries
 
| 1
 
|-
 
| [[Gypsum plaster|Powder for casts]]
 
| Used to make plaster casts for setting bones
 
| 150
 
|-
 
| [[Bucket]]s
 
|
 
*Used by doctors to carry water for cleaning patients
 
*Used by dwarves with the Feed Patients/Prisoners labor to water patients
 
| 1
 
|-
 
| [[Soap]]
 
| Used to reduce infections when washing patients
 
| 150
 
|}
 
 
 
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''
 
 
 
In addition to furniture and medical supplies, a [[Water|source of water]] is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.
 
 
 
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.
 
  
===Hospital Beds===
+
A hospital zone allows [[wound]]ed dwarves to rest and receive care and [[healthcare|treatment]]. Dwarves can be rested and (mostly) treated in any free fortress bed but [[traction bench]]es can only be constructed in hospital zones and designating a zone allows healthcare to reserve healthcare supplies: [[plaster powder]], [[splint]]s, [[crutch]]es, [[thread]], [[cloth]], [[soap]], and [[bucket]]s so long as [[container]]s are available in the zone. 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}}.
  
When a dwarf becomes sick or [[wound]]ed, he will be carried to a [[bed]] in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a [[barracks]] or [[dormitory]], or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, although it is possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.
+
== Animal training ==
 +
{{main|Animal trainer}}
 +
:{{k|t}}
  
== Animal Training ==
+
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[Chain|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 [[Door|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.
  
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]]. To be tamed, they must be in a [[cage]].
+
==Bugs==
 +
Hospital zones stores more materials than assigned. {{Bug|191}} {{Bug|4406}}
  
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}

Latest revision as of 20:37, 6 February 2014

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[edit]

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[edit]

f

Dwarves will preferably use these zones when fishing, using them up until their supply is exhausted before on to the next water source (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.

The capture live fish job can only be carried out at a designated fishing zone.

Garbage dump[edit]

Main article: Garbage dump
g

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.

Be aware that 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.

Pen/Pasture[edit]

Main article: Pasture
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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. Domestic animals tend to aggregate at meeting areas instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with grass or fungi for some reason. 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 animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and 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[edit]

See also: Mass pitting
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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 may escape on being released from their cage, as may thieves. See Mass pitting for more information on pit design involving hostile creatures. Additionally, dwarves refuse to pit dwarves, hostile or not.

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; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.

Sand collection[edit]

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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[edit]

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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[edit]

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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 do so so as 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 within the fortress. 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 additionally prevent dwarves from becoming cave-adapted. Note that having dwarves socialize will often result in them forming relationships.

It is not advisable to have animals mill around in crowded 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 (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). Designating a meeting area is done via the zone menu; type i, set up a zone, and mark it both "active" and "meeting".

Hospital[edit]

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A hospital zone allows wounded dwarves to rest and receive care and treatment. Dwarves can be rested and (mostly) treated in any free fortress bed but traction benches can only be constructed in hospital zones and designating a zone allows healthcare to reserve healthcare supplies: plaster powder, splints, crutches, thread, cloth, soap, and buckets so long as containers are available in the zone. 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[edit]

Main article: Animal trainer
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An animal training zone allows animal training. 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[edit]

Hospital zones stores more materials than assigned. Bug:191 Bug:4406