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v0.31 Talk:Burrow

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Questions

How do I restrict civilian dwarves to a specific burrow? --Markavian 23:47, 4 April 2010 (UTC)

  • Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --Markavian 09:00, 5 April 2010 (UTC)
  • Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. Doctorzuber 15:24, 6 April 2010 (UTC)

If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki

  • Answer: No. He will head outside the burrow to look for food or drink. 216.110.94.227 17:50, 16 April 2010 (UTC)
  • Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --Zombiejustice 19:33, 16 April 2010 (UTC)

How do I revert to the old military system?

  • Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --Zombiejustice 19:33, 16 April 2010 (UTC)

Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? 97.103.188.15 01:11, 31 May 2010 (UTC)

How do I restrict only animals to a certain burrow? Richards 04:38, 11 July 2010 (UTC)

  • Answer: Animals ignore burrow's, you can't restrict them. They do like meeting areas, cages, and chains though. Or just i -> Pit them into holding room with no exits. --Altaree 14:23, 28 July 2010 (UTC)

Will dwarves cross non burrow territory if two parts of the same burrow aren't connected? If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow. Then assign the masons to all three. Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --Altaree 14:23, 28 July 2010 (UTC)

Pathfinding

with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. Doctorzuber 15:24, 6 April 2010 (UTC)

Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. Vattic 22:45, 7 April 2010 (UTC)
The pathing problems were fixed in 0.31.03 Immibis 07:52, 15 April 2010 (UTC)

Does the pathfinding section belong in the Burrow page, or should it have its own? --HammerDave 16:39, 16 April 2010 (UTC)