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{{Quality|Superior|11:00, 18 May 2015 (UTC)}}
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It seems that half the time in [[Fortress mode]], when you aren't building something, you're '''removing''' something.  Whether that's [[dig]]ging away part of the landscape, tearing down a [[wall]], ripping up a [[bridge]], or just rearranging the [[furniture]], if it needs to get done then it needs to get done.
{{av}}
 
It seems that half the time in [[Fortress mode]], when you aren't building something, you're '''removing''' something.  Whether that's [[dig|digging]] away part of the landscape, tearing down a [[wall]], ripping up a [[bridge]], or just rearranging the [[furniture]], if it needs to get done then it needs to get done.
 
  
 
Although every specific article should have an explanation of how to remove that specific item or feature, if you're here you may need a more basic "how to".   
 
Although every specific article should have an explanation of how to remove that specific item or feature, if you're here you may need a more basic "how to".   
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Then, designate an area to be mined. Do this by hitting the {{k|d}}esignate {{k|d}}ig keys. Then either left-click an area on the same z-level with the mouse, or use the cursor and {{k|Enter}} to establish one point, and move the cursor and repeat to select a rectangle to be dug out.
 
Then, designate an area to be mined. Do this by hitting the {{k|d}}esignate {{k|d}}ig keys. Then either left-click an area on the same z-level with the mouse, or use the cursor and {{k|Enter}} to establish one point, and move the cursor and repeat to select a rectangle to be dug out.
  
If you want (or need, to get up/down) to create [[stairs]] or [[ramp|ramps]] instead of tunnel, it works similarly but with some additional concerns - read those articles for details and command keys.
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If you want (or need, to get up/down) to create [[stairs]] or [[ramp]]s instead of tunnel, it works similarly but with some additional concerns - read those articles for details and command keys.
  
 
===Dug ramps/stairs===
 
===Dug ramps/stairs===
Similar to the above, but to designate the removal of carved [[ramp|ramps]] or natural [[slope|slopes]] (same thing), or carved [[stair|stairs]], use the {{k|d}}, {{k|z}} keys.
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Similar to the above, but to designate the removal of carved [[ramp]]s or natural [[slope]]s (same thing), or carved [[stairs]], use the {{k|d}}, {{k|z}} keys.
  
 
===A digging "designation"===
 
===A digging "designation"===
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If you're trying to remove anything that is a [[construction]] (that is, anything that was built with the {{k|b}}, {{k|C}} keys), that's another designation, use {{k|d}} {{k|n}}, and mark the construction. Any dwarf will respond and (eventually) tear it down - which takes longer than it took to build.
 
If you're trying to remove anything that is a [[construction]] (that is, anything that was built with the {{k|b}}, {{k|C}} keys), that's another designation, use {{k|d}} {{k|n}}, and mark the construction. Any dwarf will respond and (eventually) tear it down - which takes longer than it took to build.
 
Construction orders that are not yet constructed can be removed with {{k|q}}, {{k|x}}, just like the finished buildings.
 
  
 
===Bridges===
 
===Bridges===
There are two types of [[bridge|bridges]] - a retracting bridge / drawbridge, and just a long [[floor]] or a [[wall]] permanently spanning a gap.
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There are two types of [[bridge]]s - a retracting bridge / drawbridge, and just a long [[floor]] or a [[wall]] permanently spanning a gap.
  
 
If it's the movable type, remove as you would furniture, with {{k|q}}, {{k|x}}.
 
If it's the movable type, remove as you would furniture, with {{k|q}}, {{k|x}}.
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This is trickier, and there are 2 different approaches.
 
This is trickier, and there are 2 different approaches.
  
One is to create a [[refuse stockpile]] for that class of item ''(usually remains of [[vermin]] killed by a [[cat]], or items left after [[butcher|butchering]], but other items are possible)'', and wait for a dwarf with the [[refuse hauling]] [[labor]] to find the free time to respond.
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One is to create a [[refuse stockpile]] for that class of item ''(usually [[remains]] of [[vermin]] killed by a [[cat]], or items left after [[butcher]]ing, but other items are possible)'', and wait for a dwarf with the [[refuse hauling]] [[labor]] to find the free time to respond.
  
A more aggressive and specific method is to create a [[garbage dump]] (using the {{k|i}} menu) and then mark the items for [[dump|dumping]]. Again, this requires refuse hauling, but it can create a [[Exploit#Quantum_stockpiles|quantum dump]] for any type of item. ([[Stone]] is a popular choice.)
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A more aggressive and specific method is to create a [[garbage dump]] (using the {{k|i}} menu) and then mark the items for [[dump]]ing. Again, this requires refuse hauling, but it can create a [[Exploit#Quantum_stockpiles|quantum dump]] for any type of item. ([[Stone]] is a popular choice.)
  
 
==Stockpiles==
 
==Stockpiles==
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Depending on the quantity and nature of the water in question and the surroundings of your fort, removing water can be performed in a number of ways:
 
Depending on the quantity and nature of the water in question and the surroundings of your fort, removing water can be performed in a number of ways:
  
:The most direct method is to either drain it into a lower space, or [[pump]] it elsewhere.
 
 
:In hot environments, standing water is likely to [[evaporation|evaporate]], especially in the summer.
 
:In hot environments, standing water is likely to [[evaporation|evaporate]], especially in the summer.
 
:Similarly, in [[Climate|freezing]] areas you may be able to wait for water to [[Ice|freeze]] and then [[mine]] it out.
 
:Similarly, in [[Climate|freezing]] areas you may be able to wait for water to [[Ice|freeze]] and then [[mine]] it out.
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:An advanced method, with the potential for lots of [[Fun]], is to combine [[magma]] with your water. You can get a lot of valuable [[Obsidian|obsidian]] this way, though - see [[Obsidian farming]] for more information.
 
:An advanced method, with the potential for lots of [[Fun]], is to combine [[magma]] with your water. You can get a lot of valuable [[Obsidian|obsidian]] this way, though - see [[Obsidian farming]] for more information.
  
'''Note:''' [[Murky pool|Murky pools]] will refill when it rains; you may need to take steps to prevent this if you want rid of a body of water permanently.
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'''Note:''' [[Murky pool]]s will refill when it rains; you may need to take steps to prevent this if you want rid of a body of water permanently.
  
 
===muddy floor===
 
===muddy floor===
After an area has water on it and dries, it will become [[mud|muddy]].  The best way to remove this is to have a dwarf with the [[stone detailing]] [[labour]] activated, and [[designate]] the muddy area for "smoothing", via {{k|d}} + {{k|s}}.
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After an area has water on it and dries, it will become [[muddy]].  The best way to remove this is to have a dwarf with the [[stone detailing]] [[labour]] activated, and [[designate]] the muddy area for "smoothing", via {{k|d}} + {{k|s}}.
 
 
If the stone is already smooth (or if you don't want it to be smooth in the first place), simply place a piece of furniture (such as an [[armor stand]], [[statue]], or [[animal trap]]) on top of each muddy tile and the mud will be removed.
 
  
 
==Magma==
 
==Magma==
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Bodies of your dwarves, and their body parts, or bones, will be put into your [[graveyard]], or into individual [[Tomb|tombs]] if that dwarf was assigned to it. Built [[Coffin|coffins]] which have been set to 'Use for burial' will  This requires the Burial labor enabled on a living dwarf.
 
Bodies of your dwarves, and their body parts, or bones, will be put into your [[graveyard]], or into individual [[Tomb|tombs]] if that dwarf was assigned to it. Built [[Coffin|coffins]] which have been set to 'Use for burial' will  This requires the Burial labor enabled on a living dwarf.
  
Bodies of everything else, from [[vermin]] to [[Titan|Titans]], will be placed in the Refuse Stockpile, by a dwarf with Refuse Hauling.  If these corpses are unrotten and butcherable, dwarves with Butchery enabled will take them to the Butcher's workshop and cut them into meat, fat, bones, a skull, and chunks. The fat and meat will be used as food, and delivered to that stockpile, and everything else becomes refuse. [[Bone|Bones]] and, to a lesser extent, [[Skull|skulls]] can be made use of after this.
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Bodies of everything else, from [[vermin]] to [[Titan|Titans]], will be placed in the Refuse Stockpile, by a dwarf with Refuse Hauling.  If these corpses are unrotten and butcherable, dwarves with Butchery enabled will take them to the Butcher's workshop and cut them into meat, fat, bones, a skull, and chunks. The fat and meat will be used as food, and delivered to that stockpile, and everything else becomes refuse. [[Bone]]s and, to a lesser extent, [[Skull|skulls]] can be made use of after this.
  
 
==Miasma==
 
==Miasma==
Miasma are the gaseous fumes that are emitted from a rotten corpse. They cause nearby dwarves to become very depressed. If exposed to miasma long enough a dwarf will commit suicide.
 
  
 
==!!Fire!!==
 
==!!Fire!!==
Good luck removing [[fire]].  Water will only remove flames if the object is completely immersed in 7/7 water.  Obviously, this is problematic if a dwarf is burning.  Your best bet is to isolate the burning substances (clothing, dwarves, beer, etc.) and prevent any dwarves or animals from accessing the banned areas until all the flames burn out.
 
 
Creating a [[cave-in]] can destroy the burning item completely, which is no loss since it's already burning. (Read up on cave-ins before doing this to avoid worse problems.)
 
  
 
==Stuff via the init.txt file==
 
==Stuff via the init.txt file==

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