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Editing v0.34:Burrow

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To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.
 
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.
  
To configure an existing burrow, select it with {{k|+}},{{k|-}},{{k|*}}, & {{k|/}}.
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To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also like zone selections, they may overlap. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' You can also set the colors and symbols used for different burrows to help tell them apart.
 
 
Press {{k|enter}} to set the burrow's name ({{k|n}}), {{k|c}}hange the symbol used, and define what tiles it encompasses. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles, or create multiple non-contiguous spaces. This may become important if you burrow citizens for an extended period of time, as you can include the dining hall, food & alcohol stockpiles, and bedrooms to keep your dwarves away from hungry/thirsty/tired states. Workshop stockpiles will need to be included within the burrow for craft-type dwarves (e.g. mason, bone carver, etc.) to do these jobs. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' Also like zone selections, they may overlap. You can also set the colors and symbols used for different burrows to help tell them apart.
 
  
 
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles. You can only see the parts of the burrow that have been revealed, but the burrow actually extends exactly as far as you defined it.
 
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles. You can only see the parts of the burrow that have been revealed, but the burrow actually extends exactly as far as you defined it.
  
After defining the area of the burrow, you can add citizens with {{k|c}} on the selection screen, however they will stand wherever they happen to be until assigned a task inside the burrow, which they can path to.  Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.  The order of the dwarves in the list is based on an internal ID number, which doesn't correspond with any in game characteristic of the dwarf.
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After defining the area of the burrow, you can add citizens, however they will stand wherever they happen to be until assigned a task inside the burrow.  Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.  The order of the dwarves in the list is based on an internal ID number, which doesn't correspond with any in game characteristic of the dwarf.
  
 
== Deleting Burrows ==
 
== Deleting Burrows ==
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===Help! Goblins are chasing me in circles!===
 
===Help! Goblins are chasing me in circles!===
One problem with outdoor work is the lack of safe areas, the presence of ambushers, and civilian dwarves who will, by default, run in the dumbest direction possible. You can create small bolt-holes in the wilderness outside your fort and give them a floor hatch as a door. When ambushers appear, add your outdoor workers to the nearest bolt-hole burrow. After they run inside, lock the door. You don't even need to (and probably shouldn't) hook these bolt holes up to your main fort; they are for short term emergencies. You could stock them with a little food and booze, just in case.
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One problem with outdoor work is the lack of safe areas, the presence of ambushers, and civilian dwarfs who will, by default, run in the dumbest direction possible. You can create small bolt-holes in the wilderness outside your fort and give them a floor hatch as a door. When ambushers appear, add your outdoor workers to the nearest bolt-hole burrow. After they run inside, lock the door. You don't even need to (and probably shouldn't) hook these bolt holes up to your main fort, they are for short term emergencies. But you could stock them with a little food and booze, just in case.
  
===Alternative to Hot Keys===
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===Alternate to Hot Keys===
 
You can define small burrows to areas you would like to zoom to.  Then by pressing "w", select the burrow, "z" to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.
 
You can define small burrows to areas you would like to zoom to.  Then by pressing "w", select the burrow, "z" to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.
  
 
== Bugs ==
 
== Bugs ==
  
Currently there are several bugs in the burrow implementation, the most notable being the burrow alternative to the [[Main:Planepacked|Planepacked]] glitch: If you put a material-gathering moody dwarf into a burrow that does not contain the claimed workshop, the dwarf will "forget" that he already brought this type of item to his workshop and repeat this until there are no more items of this type in the burrow, or you let him out of the burrow. When the dwarf starts working on his artifact, he will use ''everything'' he brought to the burrow to make an artifact of arbitrarily high value.
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Currently there are several bugs in the burrow implementation, the most notable being the burrow alternative to the [[Main:Planepacked|Planepacked]] glitch: If you put a material-gathering moody dwarf into a burrow that does not contain the claimed workshop, the dwarf will "forget" that he already brought this type of item to his workshop and repeat this until there are no more items of this type in the burrow, or you let him out of the burrow. When the dwarf starts working on his artifact, he will use ''everything'' he brought to the burrow to make an artifact of arbitrarily high value.<br />On the other hand, the most common bug is the "[[Dwarf cancels Store Item: Item inaccessible]]" message spam that results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.
 
 
On the other hand, the most common bug is the "[[Dwarf cancels Store Item: Item inaccessible]]" message spam that results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.  Similarly, dwarves are not able to start a job unless the burrow contains the necessary materials{{bug|434}}.
 
  
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}

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