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Difference between revisions of "40d:Standing orders"
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− | {{ | + | {{Quality|Exceptional|18:44, 28 February 2014 (UTC)}} |
+ | {{av}} | ||
Standing orders that apply to the whole fortress can be accessed with {{K|o}} | Standing orders that apply to the whole fortress can be accessed with {{K|o}} | ||
− | * {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a | + | * {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a [[siege]]. Note that "indoors" actually means [[Tile attributes|subterranean]]: any "Inside Above Ground" areas will be forbidden just like "Outside" areas. See below for a patch which fixes this on Windows. |
* {{K|x}} adjusts the level of job cancellation announcements that are shown | * {{K|x}} adjusts the level of job cancellation announcements that are shown | ||
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile | * {{K|a}} toggles whether dwarves will move caged animals to a stockpile | ||
Line 9: | Line 10: | ||
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile | * {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile | ||
* {{K|r}} sets [[#Refuse orders|refuse orders]] | * {{K|r}} sets [[#Refuse orders|refuse orders]] | ||
− | * {{K|F}} sets | + | * {{K|F}} sets [[forbid]] orders |
* {{K|s}} toggles whether dwarves will move stone to a stockpile | * {{K|s}} toggles whether dwarves will move stone to a stockpile | ||
* {{K|w}} toggles whether dwarves will move wood to a stockpile | * {{K|w}} toggles whether dwarves will move wood to a stockpile | ||
− | * {{K|h}} toggles who will harvest plants from | + | * {{K|h}} toggles who will harvest plants from [[farm plot|farm plots]] - if set to "Dwarves All Harvest", all dwarves will participate, including [[noble|nobles]] and [[children]]. |
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile | * {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile | ||
* {{K|W}} sets [[#Workshop orders|workshop orders]] | * {{K|W}} sets [[#Workshop orders|workshop orders]] | ||
* {{K|z}} sets [[#Activity zone orders|activity zone orders]] | * {{K|z}} sets [[#Activity zone orders|activity zone orders]] | ||
+ | The following patch for version 0.28.181.40d for Windows makes the "Stay Indoors" behavior actually check for "Inside" tiles, allowing it to be used successfully with above-ground fortresses: | ||
+ | {{spoil small|<nowiki>0x1E6881 : 80 00 -> 00 01 | ||
+ | 0x1E6885 : 84 -> 85 | ||
+ | 0x1E7E8C : 80 00 -> 00 01 | ||
+ | 0x1E7E8F : 75 -> 74 | ||
+ | 0x2FC4B7 : 80 00 -> 00 01 | ||
+ | 0x2FC4BA : 75 -> 74 | ||
+ | 0x4BA08C : 80 00 -> 00 01 | ||
+ | 0x4BA08F : 75 -> 74 | ||
+ | 0x4BA14C : 80 00 -> 00 01 | ||
+ | 0x4BA14F : 74 -> 75 | ||
+ | 0x4E2C70 : 80 00 -> 00 01 | ||
+ | 0x4E2C73 : 74 -> 75</nowiki>|Binary Patch Enclosed}} | ||
===Refuse orders=== | ===Refuse orders=== | ||
− | Dwarves can do different things with different types of | + | Dwarves can do different things with different types of [[refuse]]. |
− | You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only | + | You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only [[ambusher|hunters]] will return animals they kill, and even then will not return animals which were not the target of a hunt when they died). |
− | Each type of refuse can be toggled between "save" (bring to a stockpile) and "dump" (throw in a garbage dump | + | Each type of refuse can be toggled between "save" (bring to a stockpile) and "dump" (throw in a garbage dump [[activity zone]]) |
===Workshop orders=== | ===Workshop orders=== | ||
− | Many workshops will generate tasks automatically | + | Many workshops will generate tasks automatically; from this menu, you can turn that off for selected workshops. |
− | The | + | |
− | Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible. | + | The [[loom]] and [[clothier's shop]] can be further configured to use only dyed thread/cloth or any type. Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible. |
+ | |||
+ | *{{K|l}} toggles whether [[loom]]s will automatically weave available thread (or available dyed thread) into cloth | ||
+ | *{{K|d}} toggles whether [[clothier's shop]]s will use only dyed cloth or all cloth | ||
+ | *{{K|w}} toggles whether weavers will automatically go out and collect spider webs | ||
+ | *{{K|s}} toggles whether animals marked for slaughter will automatically have slaughter tasks added at [[butcher's shop]]s | ||
+ | *{{K|b}} toggles whether butcherable corpses will have butcher tasks automatically generated at [[butcher's shop]]s | ||
+ | *{{K|t}} toggles whether raw skins will have tanning tasks added at [[tanner's shop]]s | ||
===Activity zone orders=== | ===Activity zone orders=== | ||
− | Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep {{ | + | Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep [[fisherdwarf|fisherdwarves]] away from a [[carp]] infested river. |
+ | |||
+ | *{{K|d}} toggles whether dwarves are allowed to drink from bodies of water not designated as drinking zones. Note that [[well]]s are always permitted. | ||
+ | *{{K|f}} toggles whether [[fisherdwarf|fisherdwarves]] are allowed to fish from bodies of water not designated as fishing zones. | ||
===When dwarves disobey orders=== | ===When dwarves disobey orders=== | ||
====Staying indoors==== | ====Staying indoors==== | ||
− | When you have only outdoor meeting areas (for example to prevent | + | When you have only outdoor meeting areas (for example to prevent [[cave adaptation]]) and tell your dwarves to stay inside, the ones that have nothing to do seem to just stand around wherever they were, looking silly, even when they are outdoors, Designate a meeting area inside and they'll run there. Disable it when you don't need it ({{K|i}}{{K|a}}) and your dwarves will keep on using the outdoor meeting area. |
− | + | {{Category|Fortress mode}} | |
− | + | {{Category|Interface}} |
Latest revision as of 23:50, 8 November 2023
This article is about an older version of DF. |
Standing orders that apply to the whole fortress can be accessed with o
- i Civilians or all dwarves can be ordered to stay indoors, which can save lives in a siege. Note that "indoors" actually means subterranean: any "Inside Above Ground" areas will be forbidden just like "Outside" areas. See below for a patch which fixes this on Windows.
- x adjusts the level of job cancellation announcements that are shown
- a toggles whether dwarves will move caged animals to a stockpile
- f toggles whether dwarves will move food to a stockpile
- u toggles whether dwarves will move furniture to a stockpile
- g toggles whether dwarves will move dead dwarves to a stockpile
- r sets refuse orders
- F sets forbid orders
- s toggles whether dwarves will move stone to a stockpile
- w toggles whether dwarves will move wood to a stockpile
- h toggles who will harvest plants from farm plots - if set to "Dwarves All Harvest", all dwarves will participate, including nobles and children.
- m toggles whether different types of food can be put in one barrel at a stockpile
- W sets workshop orders
- z sets activity zone orders
The following patch for version 0.28.181.40d for Windows makes the "Stay Indoors" behavior actually check for "Inside" tiles, allowing it to be used successfully with above-ground fortresses:
Binary Patch Enclosed | |
---|---|
0x1E6881 : 80 00 -> 00 01 0x1E6885 : 84 -> 85 0x1E7E8C : 80 00 -> 00 01 0x1E7E8F : 75 -> 74 0x2FC4B7 : 80 00 -> 00 01 0x2FC4BA : 75 -> 74 0x4BA08C : 80 00 -> 00 01 0x4BA08F : 75 -> 74 0x4BA14C : 80 00 -> 00 01 0x4BA14F : 74 -> 75 0x4E2C70 : 80 00 -> 00 01 0x4E2C73 : 74 -> 75 |
Refuse orders[edit]
Dwarves can do different things with different types of refuse. You can tell them to ignore refuse altogether r for a smelly fort, or to gather refuse even from outside o which is mainly useful for collecting animals killed by military dwarves (only hunters will return animals they kill, and even then will not return animals which were not the target of a hunt when they died). Each type of refuse can be toggled between "save" (bring to a stockpile) and "dump" (throw in a garbage dump activity zone)
Workshop orders[edit]
Many workshops will generate tasks automatically; from this menu, you can turn that off for selected workshops.
The loom and clothier's shop can be further configured to use only dyed thread/cloth or any type. Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.
- l toggles whether looms will automatically weave available thread (or available dyed thread) into cloth
- d toggles whether clothier's shops will use only dyed cloth or all cloth
- w toggles whether weavers will automatically go out and collect spider webs
- s toggles whether animals marked for slaughter will automatically have slaughter tasks added at butcher's shops
- b toggles whether butcherable corpses will have butcher tasks automatically generated at butcher's shops
- t toggles whether raw skins will have tanning tasks added at tanner's shops
Activity zone orders[edit]
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep fisherdwarves away from a carp infested river.
- d toggles whether dwarves are allowed to drink from bodies of water not designated as drinking zones. Note that wells are always permitted.
- f toggles whether fisherdwarves are allowed to fish from bodies of water not designated as fishing zones.
When dwarves disobey orders[edit]
Staying indoors[edit]
When you have only outdoor meeting areas (for example to prevent cave adaptation) and tell your dwarves to stay inside, the ones that have nothing to do seem to just stand around wherever they were, looking silly, even when they are outdoors, Designate a meeting area inside and they'll run there. Disable it when you don't need it (ia) and your dwarves will keep on using the outdoor meeting area.