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Difference between revisions of "Remove"

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{{Quality|Superior|18:36, 14 July 2014 (UTC)}}
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{{Quality|Superior}}
 
{{av}}
 
{{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 [[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. 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".
 
  
 
Here's how to remove...
 
Here's how to remove...
  
 
==Dirt/stone==
 
==Dirt/stone==
:''Main article: [[Mining]]''
+
{{main|Mining}}
 
+
[[Digging]] may be the most basic action in ''Dwarf Fortress''. You need a dwarf with the [[mining]] [[labor]] activated, and access to a [[pick]], then you designate an area to be mined with {{Menu icon|m|m}}: left-click with the mouse on a tile, move to create a rectangle, and click again. There is also a [[Settings#Feature_toggles|keyboard cursor]] you can enable and then use the cursor, movement (default WASD), and enter keys.
[[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]].
 
 
 
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 [[stair]]s or [[ramp]]s instead of a 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 [[ramp]]s or natural [[slope]]s (same thing), or carved [[stair]]s, use {{Menu icon|m|x}}.
  
 
===A digging "designation"===
 
===A digging "designation"===
"Oops"?! Didn't mean to mark that? If the action hasn't been completed yet, don't panic. Use {{k|d}}, {{k|x}} as above and click over the part you don't want marked.
+
"Oops"?! Didn't mean to mark that? If the action hasn't been completed yet, don't panic. Use {{Menu icon|x}} as above and click over the part you don't want marked.
  
==Constructed walls, stairs, etc==
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==Constructions==
:''Main Article: [[Construction]]''
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{{main|Construction}}
 +
If you're trying to remove anything that is a [[construction]] (that is, anything that was built with {{Menu icon|b|n}}), use {{Menu icon|m|x}}, 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 [[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.
+
===A "remove construction" order===
 +
"Oops"?! Cancel that removal the same as you would other "mining" designation, with {{Menu icon|x}}.
 +
 
 +
==Buildings==
 +
===Hiding===
 +
If you just don't want to see the buildings, they can be hidden with {{Menu icon|i|h}}, or clicking an individual building and toggling the hide (eye) button on all the items used to build it; the building will still be there and available for use. Once a building has been hidden, it cannot be clicked on, so to reveal it, use {{Menu icon|i|H}}. Hidden workshops can still be accessed from the [[places]] menu {{Menu icon|P}}.
  
 
===Bridges===
 
===Bridges===
There are two types of [[bridge|bridges]] - a retracting bridge / drawbridge, and just a long [[floor]] or a [[wall]] permanently spanning a gap.
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{{main|Bridge}}
 +
There are two types of bridges - a retracting bridge / drawbridge as one building, and just a set of [[floor]]s or [[wall]]s spanning a gap.
  
If it's the movable type, remove as you would furniture, with {{k|q}}, {{k|x}}.
+
For the building type, click it to open the information window, then the [[File:Button remove building.png]] button.
  
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 other type is just a construction; remove as above. If it's a long floor or wall, be sure that your dwarves won't be standing on one part while a critical part is removed - see [[cave-in]].
  
===A "remove construction" order===
+
===Furniture===
"Oops"?! Cancel that removal the same as you would any designation, with {{k|d}}, {{k|x}}.
+
{{main|Furniture}}
 +
Click it to open the information window, then the [[File:Button remove building.png]] button. You'll also need a dwarf with the [[Hauling|furniture hauling]] [[labor]] activated, and then the patience to wait for one to respond.
  
== Furniture ==
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===Workshops===
:''Main Article: [[Furniture]]''
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{{main|Workshop}}
 +
Click it to open the information window, then the [[File:Button remove building.png]] button. You'll need a dwarf with an appropriate [[labor]], depending on the exact workshop - this can be seen on the workshop window once it has been marked for removal.
  
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.
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===A "destroy" order for a building===
 +
Oops?! Cancel an order to remove furniture or a workshop by clicking it to open the information window, then the {{DFtext|Cancel removal|4:0:1}} button.
  
==Workshops==
+
==Items==
:''Main Article: [[Workshop]]''
+
===Hiding===
 +
If you just don't want to see the items, they can be hidden with {{Menu icon|i|h}}, or clicking individual items and toggling the hide (eye) button; the items will still be there and available for use. Once an item has been hidden, it cannot be clicked on, so to reveal it, use {{Menu icon|i|H}}.
  
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.
+
===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.
  
===A "destroy" order for furniture or workshops===
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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.
Oops?! Cancel an order to remove furniture or a workshop by using {{k|q}} (or {{k|t}}) then {{k|s}}top.
 
  
==Trash==
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===Stones===
:''Main Articles: [[Stockpile]], [[Zone]], [[Refuse]]''
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Stones are automatically removed by dwarves with the Stone Hauling labor activated, and placed in the stone stockpiles, or a garbage dump if so designated. <!-- Does this need Refuse Hauling, or Stone? -->
  
 +
===Trash===
 +
{{main|Stockpile|Zone|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 [[refuse stockpile]] (using {{Menu icon|p}})) for that type 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.
  
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 [[dump|garbage dump]] (using {{Menu icon|z}})) and then mark the items for [[dump|dumping]] (using {{Menu icon|i|p}})). Again, this requires refuse hauling, and it can create a [[Exploit#Quantum_stockpiles|quantum dump]] for any type of item. ([[Stone]] is a popular choice.)
  
 
==Stockpiles==
 
==Stockpiles==
:''Main Article: [[Stockpile]]''
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{{main|Stockpile}}
 
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An entire stockpiles can be removed using {{Menu icon|p}}), then clicking the stockpile to select it, then clicking the Remove stockpile button. A stockpile can also be selected by clicking an empty tile in it, or clicking an item in it, then the {{DFtext|View stockpile|2:0:1}} button.
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|Zone}}
 
 
==Stones==
 
Stones are automatically removed by dwarves with the Stone Hauling labor activated, and placed in the stone stockpiles, or your garbage dump if so designated. <!-- Does this need Refuse Hauling, or Stone? -->
 
  
 
==Water==
 
==Water==
:''Main Article: [[Water]]''
+
{{main|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:
  
Line 87: Line 90:
  
 
===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 [[Designations Menu|designate]] the muddy area for "smoothing", via {{k|d}} + {{k|s}}.
+
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 [[stonecutter]] [[labor]] activated, and designate the muddy area for smoothing with {{Menu icon|v|m}}.
  
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), 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.
  
 
==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 [[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 [[obsidian]].
 
==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 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.
 
  
 
==Miasma==
 
==Miasma==
 
+
Through the miasma will fade in time, you can assure it to be gone by making an upwards conduit
 
 
Through the miasma will fade in time, you can assure it to be gone by making an upwards conduct
 
 
(be sure to grate it or else who knows what could get in!)
 
(be sure to grate it or else who knows what could get in!)
  
 
==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 [[fire]] - specifically, 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 substance/s (clothing, dwarves, alcohol, 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 [[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==
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==Game features==
{{stub}}
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Several game features can be toggled off in the [[settings]].
===Cave ins===
 
  
===Temperature===
+
==DFHack tools==
 +
[[DFHack]] tools that can remove stuff include:
 +
*[https://docs.dfhack.org/en/stable/docs/tools/gui/mass-remove.html mass-remove]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/autodump.html autodump]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/gui/autodump.html gui/autodump]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/aquifer.html aquifer]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/modtools/add-syndrome.html modtools/add-syndrome]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/plant.html plant]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/remove-stress.html remove-stress]
 +
*[https://docs.dfhack.org/en/stable/docs/tools/remove-wear.html remove-wear]
  
==Announcements==
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[[ru:Remove]]

Latest revision as of 12:29, 2 September 2025

This article is about the current version of DF.
Note that some content may still need to be updated.

It seems that half the time in Fortress mode, when you aren't building something, you're removing something - whether that's 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. 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".

Here's how to remove...

Dirt/stone[edit]

Main article: Mining

Digging may be the most basic action in Dwarf Fortress. You need a dwarf with the mining labor activated, and access to a pick, then you designate an area to be mined with Ui m.pngmUi mm.pngm: left-click with the mouse on a tile, move to create a rectangle, and click again. There is also a keyboard cursor you can enable and then use the cursor, movement (default WASD), and enter keys.

If you want (or need, to get up/down) to create stairs or ramps instead of a tunnel, it works similarly, but with some additional concerns - read those articles for details and command keys.

Dug ramps/stairs[edit]

Similar to the above, but to designate the removal of carved ramps or natural slopes (same thing), or carved stairs, use Ui m.pngmUi mx.pngx.

A digging "designation"[edit]

"Oops"?! Didn't mean to mark that? If the action hasn't been completed yet, don't panic. Use Ui x.pngx as above and click over the part you don't want marked.

Constructions[edit]

Main article: Construction

If you're trying to remove anything that is a construction (that is, anything that was built with Ui b.pngbUi bn.pngn), use Ui m.pngmUi mx.pngx, and mark the construction. Any dwarf will respond and (eventually) tear it down - which takes longer than it took to build.

A "remove construction" order[edit]

"Oops"?! Cancel that removal the same as you would other "mining" designation, with Ui x.pngx.

Buildings[edit]

Hiding[edit]

If you just don't want to see the buildings, they can be hidden with Ui i.pngiUi ih.pngh, or clicking an individual building and toggling the hide (eye) button on all the items used to build it; the building will still be there and available for use. Once a building has been hidden, it cannot be clicked on, so to reveal it, use Ui i.pngiUi iH.pngH. Hidden workshops can still be accessed from the places menu Ui P.pngP.

Bridges[edit]

Main article: Bridge

There are two types of bridges - a retracting bridge / drawbridge as one building, and just a set of floors or walls spanning a gap.

For the building type, click it to open the information window, then the Button remove building.png button.

The other type is just a construction; remove as above. If it's a long floor or wall, be sure that your dwarves won't be standing on one part while a critical part is removed - see cave-in.

Furniture[edit]

Main article: Furniture

Click it to open the information window, then the Button remove building.png button. You'll also need a dwarf with the furniture hauling labor activated, and then the patience to wait for one to respond.

Workshops[edit]

Main article: Workshop

Click it to open the information window, then the Button remove building.png button. You'll need a dwarf with an appropriate labor, depending on the exact workshop - this can be seen on the workshop window once it has been marked for removal.

A "destroy" order for a building[edit]

Oops?! Cancel an order to remove furniture or a workshop by clicking it to open the information window, then the Cancel removal button.

Items[edit]

Hiding[edit]

If you just don't want to see the items, they can be hidden with Ui i.pngiUi ih.pngh, or clicking individual items and toggling the hide (eye) button; the items will still be there and available for use. Once an item has been hidden, it cannot be clicked on, so to reveal it, use Ui i.pngiUi iH.pngH.

Bodies[edit]

Bodies of your dwarves, and their body parts, or bones, will be put into your graveyard, or into individual tombs if that dwarf was assigned to it. Built 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 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 the other bodily stuff. Almost everything will be used as food, and delivered to that stockpile, a few other parts, like hair, becomes refuse. Bones, skulls and some other hard body parts can be made use of after this.

Stones[edit]

Stones are automatically removed by dwarves with the Stone Hauling labor activated, and placed in the stone stockpiles, or a garbage dump if so designated.

Trash[edit]

Main articles: Stockpile, Zone, and Refuse

This is trickier, and there are 2 different approaches.

One is to create a refuse stockpile (using Ui p.pngp)) for that type of item (usually remains of vermin killed by a cat, or items left after butchering, but other items are possible), and wait for a dwarf with the refuse hauling labor to find the free time to respond.

A more aggressive and specific method is to create a garbage dump (using Ui z.pngz)) and then mark the items for dumping (using Ui i.pngiUi ip.pngp)). Again, this requires refuse hauling, and it can create a quantum dump for any type of item. (Stone is a popular choice.)

Stockpiles[edit]

Main article: Stockpile

An entire stockpiles can be removed using Ui p.pngp), then clicking the stockpile to select it, then clicking the Remove stockpile button. A stockpile can also be selected by clicking an empty tile in it, or clicking an item in it, then the View stockpile button.

Activity zones[edit]

Main article: Zone

Water[edit]

Main article: 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:

The most direct method is to either drain it into a lower space, or pump it elsewhere.
In hot environments, standing water is likely to evaporate, especially in the summer.
Similarly, in freezing areas you may be able to wait for water to freeze and then mine it out.
Water in ponds or cisterns will evaporate if it reaches a 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 zones with 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.
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 this way, though - see Obsidian farming for more information.

Note: 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[edit]

After an area has water on it and dries, it will become muddy. The best way to remove this is to have a dwarf with the stonecutter labor activated, and designate the muddy area for smoothing with Ui v.pngvUi vm.pngm.

If the stone is already smooth (or if you don't want it to be smooth in the first place), 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.

Magma[edit]

Magma is a very dangerous liquid, but it will 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.

Miasma[edit]

Through the miasma will fade in time, you can assure it to be gone by making an upwards conduit (be sure to grate it or else who knows what could get in!)

Fire[edit]

Good luck removing fire - specifically, 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 substance/s (clothing, dwarves, alcohol, 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.)

Game features[edit]

Several game features can be toggled off in the settings.

DFHack tools[edit]

DFHack tools that can remove stuff include: