v0.34:Standing orders

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Revision as of 19:14, 11 February 2013 by Lethosor (talk | contribs) (Workshop orders: 5 -> 3, explain about options only available with mods)
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This article is about an older version of DF.
Standing orders are non-military orders that apply to the entire fortress, including civilians. If you were looking for information on how to get your military to patrol or defend areas without actively managing them, see Scheduling. If you were looking for information on how to order your squads to move around on command and attack designated creatures, see Squads.

Standing orders that apply to the whole fortress can be accessed with o

  • 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

Refuse orders

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.

Each type of refuse can be toggled between "save" (bring to a stockpile) and "dump" (throw in a garbage dump activity zone)

Workshop orders

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
  • f toggles whether "prepare raw fish" tasks will be automatically added to fisherys
  • k toggles whether automatic reactions ("render fat") will be added at kitchens
  • t toggles whether automatic reactions ("tan a hide") will be added at tanner's shops

The following 3 options only appear if you have automatic custom reactions (as ins) which take place at these types of workshops.

Activity zone orders

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.