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Editing Micromanaging tricks

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While some aspects of ''Dwarf Fortress'' appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI.  
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While some aspects of Dwarf Fortress appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI.  
  
  
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==Mining==
 
==Mining==
*The default priority for mining can be counter-intuitive to new users. To avoid miners running from one side of the fort to another for no apparent reason, it is recommended to designate areas to mine in batches with a unique priority. Designation priority explanation here: [[Designations_menu#Priority]].
 
 
[[File:Designation_example.png|thumb|An example of mining micromanagement via prioritization]]
 
 
==Advanced Mining Micromanagement==
 
 
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).
 
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).
 
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).
 
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).
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==Strange moods==
 
==Strange moods==
*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the {{k|k}} stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.
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*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the 'z' stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.
 
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.
 
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.
 
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing).  
 
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing).  

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