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	<updated>2026-06-09T23:58:26Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10689</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10689"/>
		<updated>2008-09-17T18:46:09Z</updated>

		<summary type="html">&lt;p&gt;Sauth: /* Garbage Dump */ mass dumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks.&lt;br /&gt;
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]].&lt;br /&gt;
They are placed similarly to [[stockpiles]], by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
When hovering over the activity zone, you may tap {{key|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.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.27.176.38c}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|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 {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
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 &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
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. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; 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 &amp;quot;migrant&amp;quot; wears off. Big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Sauth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5997</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5997"/>
		<updated>2008-08-30T05:43:17Z</updated>

		<summary type="html">&lt;p&gt;Sauth: /* How World Generation Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For information on advanced parameters, see [[Advanced World Generation]].''&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen_advanced.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Design New World With Parameters&amp;quot; you will be brought to the parameters screen. (Choosing &amp;quot;Create New World Now! instantly creates a new world with default settings). Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''Dimensions''' - The size of your world&lt;br /&gt;
* '''Random Name''' - The name of your world. In this example, the world's name will be generated randomly.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}. To copy the current set of parameters, press {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|c}}&amp;lt;/center&amp;gt; || Copy parameter set || Creates a copy of the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Load world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|e}}&amp;lt;/center&amp;gt; || Enter advanced parameters || Lets you edit advanced options for generating the world&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. You may be prompted to save your parameters if you have changed them from the default. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable. Generating a world with advanced parameters that are very far from the default can cause many worlds to be generated and rejected for not meeting the requirements.&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen advanced progress.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image: | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you are typing this into a command prompt rather than making a batch file use %i rather %%i&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
[Note: Information on this list is largely taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]&lt;br /&gt;
# '''Preparing Elevation/Setting Temperature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly water drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of rivers are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to the end year or until the 'Percentage Beasts Dead for Stoppage'-parameter is met.&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Sauth</name></author>
	</entry>
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