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Editing Zones

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{{Quality|Masterwork}}
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{{Quality|Mastermind}}
 
{{av}}  
 
{{av}}  
 
[[Image:Zones menu v50.03.png|right]]
 
[[Image:Zones menu v50.03.png|right]]
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Unlike [[stockpiles]], multiple zones can overlap.
 
Unlike [[stockpiles]], multiple zones can overlap.
  
For select zone types, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.
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For select zone types, you can change from Paint to Multi mode, in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.
  
 
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.
 
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.
  
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.
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In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.
  
 
== Zone Types ==
 
== Zone Types ==
  
 
=== Meeting area ===
 
=== Meeting area ===
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
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[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
  
 
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).
 
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).
 
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.
 
  
 
=== Office ===
 
=== Office ===
 
{{main|Office}}
 
{{main|Office}}
  
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.
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[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].[[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.
  
 
=== Bedroom ===
 
=== Bedroom ===
 
{{main|Bedroom}}
 
{{main|Bedroom}}
  
[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet or with low orderliness [[personality trait]] will scatter their old clothing everywhere.
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[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, sceptors]] etc. A dwarf with no cabinet or with low orderliness [[personality trait]] will scatter their old clothing everywhere.
  
 
=== Dormitory ===
 
=== Dormitory ===
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{{main|Barracks}}
 
{{main|Barracks}}
  
[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.
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[[File:barracks_medium_icon.png|right]]A Barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.
  
 
=== Pen/Pasture ===
 
=== Pen/Pasture ===
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{{main|Archery range}}
 
{{main|Archery range}}
  
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The markdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of easy to set up and much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.
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[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]](or [[Bow|bowdwarves]] and [[blowgun|blowgunners]]by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The markdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of easy to set up and much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.
  
 
=== Pit/Pond ===
 
=== Pit/Pond ===
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:9 × material value
 
:9 × material value
  
Engraving with walls is slightly complex. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself and the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones.
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Engraving with walls is slightly complex. in order for an engraved wall to add its engraving to the room value, the room must contain, both the wall itself, and also the location the engraver was standing when it was engraved, this gives wall engravings a sort of directionality leading to people double walling so engravings can face into a room from both sides.
  
 
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.
 
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.
  
 
=== Overlapping Rooms ===
 
=== Overlapping Rooms ===
[[File:overlapping_zones_preview.png]]{{clear}}
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When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to "Overlapping (Zone)" in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty.
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When you overlap room designations such that they share floor tiles, they receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty.  
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Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.
 
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.
  
 
=== Non-contiguous rooms ===
 
=== Non-contiguous rooms ===
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In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone
 
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone
  

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