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Difference between revisions of "v0.31:Activity zone"

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'''Activity zones''' are areas in which [[DF2010:dwarves|dwarves]] are instructed to perform specific tasks, such as [[DF2010:fishing|fishing]], [[DF2010:dumping|dumping]] objects, or collecting [[DF2010:water|water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[DF2010:sand|sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[DF2010:hauling|hauling]] behavior.
 
  
Activity zones can be placed in any [[DF2010:revealed tile|revealed tile]], including in [[DF2010:open space|open space]] (over the [[DF2010:chasm|chasm]] or a [[DF2010:river|river]], for instance), or on top of a [[DF2010:building|building]] or [[DF2010:stockpile|stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).
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'''Activity zones''' are areas in which [[dwarf|dwarves]] are instructed to perform specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of [[fun|danger]].
  
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.  [[DF2010:Building|Building]]s, [[DF2010:stockpile|stockpile]]s, [[DF2010:construction|construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.
+
Activity zones can be placed in any [[revealed tile]], including in [[open space]] or over a [[river]] or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones [[menu]], ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ([[healthcare|hospital]], pit/pond) additional orders can then be set from the same menu.
  
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.
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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.
  
==Water Source==
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== Water Source ==
:Shortcut {{k|w}}
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:Shortcut {{k|w}}  
[[DF2010:Water|Water]] source zones are areas in which dwarves will look for water to fill [[DF2010:bucket|bucket]]s, [[DF2010:waterskin|waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.
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Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.
  
To define a water source, place a zone next to a constructed or natural [[DF2010:murky pool|murky pool]], [[DF2010:river|river]], or [[DF2010:channel|channel]] full of ''[[DF2010:Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[DF2010:grate|grate]]s and floor [[DF2010:bars|bars]], as well as directly on top of a [[DF2010:brook|brook]].
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Only tiles '''adjacent''' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.
  
==Fishing==
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This zone should '''not''' be used with [[well]]s - they are already their own type of water source.
 +
 
 +
== Fishing ==
 
:Shortcut {{k|f}}
 
:Shortcut {{k|f}}
Fishing zones are areas in which dwarves will attempt to [[DF2010:fish|fish]].
+
The above advice for '''water source''' zones is applicable to fishing zones. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone.
 
 
To define a fishing zone, place a zone over ground tiles adjacent to an [[ocean]], [[murky pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing unless it is on top of a [[DF2010:brook|brook]] tile or above a [[DF2010:grate|grate]] or floor [[DF2010:bars|bars]].
 
 
 
If you do not designate fishing zone(s), any dwarves with the fishing [[DF2010:labor|labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife. Note that a fishing zone is required for dwarves ordered to "[[DF2010:Captured live fish|Catch live fish]]" from a [[DF2010:Fishery|Fishery]] - if no zones are present, they will simply stand around and do nothing.
 
  
 
== Garbage Dump ==
 
== Garbage Dump ==
 
:Shortcut {{k|g}}
 
:Shortcut {{k|g}}
  
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[DF2010:refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.
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Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers as the items become available on the map.
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The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding, however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason Urist is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.
  
 
Garbage dumps:
 
Garbage dumps:
 
:* Only accept items that have been marked for dumping.
 
:* Only accept items that have been marked for dumping.
:* Require dwarfs to have [[DF2010:refuse hauling|refuse hauling]] [[DF2010:labor|labor]] enabled.
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:* Require dwarves to have [[refuse hauling]] [[labor]] enabled.
 
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -> {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}->{{k|r}}->{{k|o}}).
 
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -> {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}->{{k|r}}->{{k|o}}).
  
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[DF2010:cliff|cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[DF2010:Activity zone#Pit/Pond|pit]]), not onto an [[DF2010:open space|open space]].  
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To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].  
Items dumped into a [[DF2010:chasm|chasm]] or [[DF2010:magma|magma]] (provided they are not [[DF2010:magma safe|magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used for [[DF2010:stone management|stone management]].
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Items dumped into [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.
  
Once items are dumped they are automatically marked as "forbidden" however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[DF2010:designation|designation]] to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.
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Once items are dumped they are automatically marked as "[[forbid]]den" however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.
  
Dumping can be used as an effective siege defense tactic in an entirely above-ground fortress, since ordering dwarves to stay inside will have no effect - when you get a siege, make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.
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If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.
  
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the westSince falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.
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Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore itAlso, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.
  
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops. If a nearer zone becomes available as they are traveling to a zone they will ignore it. Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.
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Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}->{{k|f}}->{{k|d}}->{{k|d}} seems to correct this problem.
 +
 
 +
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.
 +
 
 +
:Notes
 +
* Garbage dumps are great space savers because they can hold an infinite number of items on one tile. If the dump is designated inside a workshop, the workshop will not become cluttered.
 +
* It may be a good idea, to set a garbage dump in a stone workshop, then fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarves will not haul them into a far stone stockpile.
 +
* However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per the intended behavior, items will be dumped into the magma.
 +
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, everything in that area will be dumped starting with the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven flour, then both the barrel, bag, and flour will be designated for dump, and the order will be: flour (you will lose any milled plant / liquid if hauled from the container), bag, barrel.
 +
* If you want to quickly sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarves to run much less. (Technically they should just stay still, and unload the contents). After you have finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.
 +
* If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will continue hauling / using the item, until an active garbage dump is marked.
  
Note that Dwarves will actually ''destroy'' cave spider [[DF2010:silk|silk]] webs instead of hauling it. Webs need to be gathered by a job generated at a [[DF2010:loom|loom]] using the [[DF2010:weaving|weaving]] labor.
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== Pen/[[Pasture]] ==
 +
:shortcut {{k|n}}
  
==Pit/Pond==
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A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  Any tame creature with the "grazer" token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.
  
 +
== Pit/Pond ==
 
:Shortcut {{k|p}}
 
:Shortcut {{k|p}}
Pit zones are areas that dwarves can be instructed to fill with specific [[DF2010:creatures|creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit. Be wary that merchant guards will attack dangerous creatures that are on their way to be pitted, regardless of the creature not being able to attack back. So wait for merchants to leave before pitting anything.
 
  
Pond zones are areas that dwarves can be told to fill with water, using bucketsIf the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 6/7 state.
+
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can standDesignate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.
  
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pondUnlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.
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Creatures can be assigned to a pit/pond through the {{k|P}} menuA dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).
  
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}. You may also specify [[DF2010:animals|animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.
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Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See [[Mass pitting]] for more information on pit design involving hostile creatures. "Thieves/snatchers" includes the common goblin thief, but also animals such as chimpanzees.
  
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond jobLikewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.
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The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.
  
It may also be advisable to disable the hauling of furniture from the [[DF2010:Orders|Orders]] menu while filling a pond, as otherwise the buckets used to fill the pond will be immediately tasked for storage in a stockpile, resulting in numerous task cancellations.
+
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.
  
It is possible to designate a pit/pond zone over a hole covered by a [[DF2010:bridge|bridge]] or floor hatch; oddly, dwarves will still be able to drop monsters/water into the pit, despite the barrier present. This can be useful when pitting numerous dangerous creatures, as dwarves will otherwise cancel their tasks when they see the other hostile creatures already in the pit.
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Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil.
  
There is a small bug / glitch where dwarves pitting a hostile creature will cancel their task and run away after releasing the hostile from their cage. The only way to avoid this is to not stockpile / build cages that contain the creature you want to pit. Therefore, after capturing a creature with the cage trap, leave the cage where it is if you want to pit the captured creature.
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Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).
  
To the above mentioned bug, there is also an alternative. You can build a cage and as it asks you to select a cage, press x to "expand" the list. This way it should show all the information of a cage - I.E. Kobold Cage (Pine). After placing the cage in your desired location, link a Lever to the cage and pull it to release the creature. This is a good idea for a large "prisoner" battle.
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If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.
  
==Sand Collection==
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== Sand Collection ==
 
:Shortcut {{k|s}}
 
:Shortcut {{k|s}}
[[DF2010:Sand|Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[DF2010:glassmaking|glassmaking]].
 
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[DF2010:glass furnace|glass furnace]] and queue up "collect sand" tasks at the building or using the [[DF2010:manager|manager]] screen.
 
  
Sand collection zones must be placed either on top of or adjacent to a floor tile containing any type of sand - (normal) sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that sand collection zones can be placed on top of stockpiles or even [[DF2010:farm plot|farm plot]]s.
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Sand collection zones are important in the [[glass industry]]. They may be placed anywhere, but are only useful when actually placed on [[sand]].
 +
 
 +
== Clay Collection ==
 +
:shortcut {{k|c}}
 +
 
 +
Clay collection zones are important in the [[ceramic industry]].
  
==Meeting Area==
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== Meeting Area ==
 
:Shortcut {{k|m}}
 
:Shortcut {{k|m}}
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[DF2010:meeting hall|meeting hall]]s.
 
  
Additionally, [[immigrant]]s will collect here until their "migrant" status wears off. 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, such as within the fortress. Also, if you don't have a Meeting Area zone or other type of [[DF2010:meeting hall|meeting hall]], migrants which arrive will wait at the edge of the map until "migrant" wears off. A meeting area filled with [[DF2010:On break|idle]] dwarves rubbing shoulders quickly increases the [[DF2010:social skill|social skill]]s of idlers which may give them [[DF2010:attribute|attribute]] boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[DF2010:broker|broker]] (if the old one dies) easier.
+
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, 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 get your dwarves and animals out of danger quickly.
  
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both "active" and "meeting".  [[DF2010:Statue garden|Statue garden]]s and [[DF2010:zoo|zoo]]s are intrinsically meeting halls, as are rooms defined from a [[DF2010:well|well]].  However, you can also create a [[DF2010:Meeting hall|Meeting Hall]].
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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, such as within the fortress.
  
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[DF2010:zoo|zoo]], a waterfall with [[DF2010:mist|mist]], and high-quality [[DF2010:statues|statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[DF2010:cave adaptation|cave adapted]]. Your starting [[DF2010:wagon|wagon]] will serve as a meeting hall until you establish an official one or it is disassembled.
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There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both "active" and "meeting". [[Sculpture garden|Statue gardens]] and [[zoo]]s are intrinsically meeting halls, as are [[room]]s defined from a [[well]]. However, you can also create a Meeting Hall.
  
Be warned that having dwarves socialize will result in them becoming [[DF2010:friend|friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[DF2010:tantrum|tantrum]] spirals.
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A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier. Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming [[cave adaptation|cave-adapted]].
  
==Hospital==
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Be warned that having dwarves socialize will often result in them becoming [[friend]]s (or forming a [[grudge]]).
 +
 
 +
== Hospital ==
 
:Shortcut {{k|h}}
 
:Shortcut {{k|h}}
  
See {{L|Healthcare}}.
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A Hospital zone is an area designated for the [[Healthcare|care and treatment]] of sick and [[Wound|wounded]] dwarves.
 +
 
 +
===Setting up a Hospital===
 +
 
 +
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain [[furniture]] and supplies to function properly:
 +
 
 +
 
 +
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"
 +
|-
 +
! Furniture
 +
! Function
 +
|-
 +
| [[Bed|Beds]]
 +
| Allow sick dwarves to [[Rest|rest]]
 +
|-
 +
| [[Table|Tables]]
 +
| Used in surgery
 +
|-
 +
| [[Traction bench|Traction benches]]
 +
| Immobilize dwarves who need to stay still to heal
 +
|-
 +
| [[Container|Boxes/Bags]]
 +
| Storage for medical supplies
 +
|}
 +
 
 +
 
 +
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"
 +
|-
 +
! Medical equipment
 +
! Function
 +
! Unit quantity*
 +
|-
 +
| [[Thread]]
 +
| Required for suturing wounds
 +
| 15000
 +
|-
 +
| [[Cloth]]
 +
| Required for bandages
 +
| 10000
 +
|-
 +
| [[Splint|Splints]]
 +
| Used to bind broken bones
 +
| 1
 +
|-
 +
| [[Crutch|Crutches]]
 +
| Walking aid for dwarves with leg injuries
 +
| 1
 +
|-
 +
| [[Gypsum plaster|Powder for casts]]
 +
| Used to make plaster casts for setting bones
 +
| 150
 +
|-
 +
| [[Bucket|Buckets ]]
 +
|
 +
*Used by doctors to carry water for cleaning patients
 +
*Used by dwarves with the Feed Patients/Prisoners labor to water patients
 +
| 1
 +
|-
 +
| [[Soap ]]
 +
| Used to reduce infections when washing patients
 +
| 150
 +
|}
 +
 
 +
 
 +
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''
 +
 
 +
In addition to furniture and medical supplies, a [[Water|source of water]] is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.
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When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen. This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.
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===Hospital Beds===
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When a dwarf becomes sick or [[wound]]ed, he will be carried to a [[bed]] in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a [[barracks]] or [[dormitory]], or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, although it is possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.
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{{Category|Fortress mode}}

Latest revision as of 16:31, 26 July 2021

This article is about an older version of DF.

Activity zones are areas in which dwarves are instructed to perform specific tasks, such as fishing, dumping objects, or collecting water. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of danger.

Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones menu, (i)Pressing e in the Zones menu cycles through each method, and pressing Enter begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using +/- to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, 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.

Water Source[edit]

Shortcut w

Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.

Only tiles adjacent to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.

This zone should not be used with wells - they are already their own type of water source.

Fishing[edit]

Shortcut f

The above advice for water source zones is applicable to fishing zones. You can fish through a grate or even a well, provided there is water in the well 1 z-level below the activity zone.

Garbage Dump[edit]

Shortcut g

Garbage dump zones are areas in which dwarves will throw items specifically designated by using k then d for single items at a time, or d, b, d to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as refuse stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.

The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding, however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason Urist is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.

Garbage dumps:

  • Only accept items that have been marked for dumping.
  • Require dwarves to have refuse hauling labor enabled.
  • Are subject to refuse orders (o: Set Orders and Options -> r: Refuse Orders). Most notably, dwarves will not dump items that are outside unless you allow them to (o->r->o).

To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space. Items dumped into magma (provided they are not magma safe) will disappear permanently. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.

Once items are dumped they are automatically marked as "forbidden" however they will not dump items that are also forbidden. If you wish to use dumped items, you need to reclaim them. Press k to view the item and f to toggle forbid status. You may also use the reclaim designation to reclaim simultaneously all of the items dumped by using d, b, c and tracing the designation over top of the objects.

If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing into that open space, even if it could potentially be done more efficiently. If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest. If a tile to the north and a tile to the west are the only tiles available, they will throw to the west. Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.

Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops. If a nearer zone becomes available as they are traveling to a zone they will ignore it. Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.

Probably due to a bug, dwarves periodically ignore items that are meant to be dumped. Viewing the item by pressing k then toggling forbid and dump status on, then off again f->f->d->d seems to correct this problem.

Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.

Notes
  • Garbage dumps are great space savers because they can hold an infinite number of items on one tile. If the dump is designated inside a workshop, the workshop will not become cluttered.
  • It may be a good idea, to set a garbage dump in a stone workshop, then fill it with nearby stones. Reclaim them dbc, but make sure, that your dwarves will not haul them into a far stone stockpile.
  • However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per the intended behavior, items will be dumped into the magma.
  • If you designate an area dbd to dump, everything in that area will be dumped starting with the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven flour, then both the barrel, bag, and flour will be designated for dump, and the order will be: flour (you will lose any milled plant / liquid if hauled from the container), bag, barrel.
  • If you want to quickly sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one kd), and all your barrels are inside the garbage dump, you can area dump it dbd making your dwarves to run much less. (Technically they should just stay still, and unload the contents). After you have finished (and redesignated your new plant specific stockpiles), claim your plants and barrels dbc.
  • If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will continue hauling / using the item, until an active garbage dump is marked.

Pen/Pasture[edit]

shortcut n

A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing N from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with grass or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve). Any tame creature with the "grazer" token in the raws should be assigned to a pasture. This includes pigs, mules, cows, goats, horses, yaks, unicorns etc. Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a dwarven atom smasher, this is one of the easiest ways to prevent catsplosions.

Pit/Pond[edit]

Shortcut p

A Pit/Pond requires a ramp or hole with adjacent flooring on which a dwarf can stand. Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond. By default, the zone will be a pit. To change it to a pond, press P then f. It can be changed back to a pit the same way.

Creatures can be assigned to a pit/pond through the P menu. A dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).

Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See Mass pitting for more information on pit design involving hostile creatures. "Thieves/snatchers" includes the common goblin thief, but also animals such as chimpanzees.

The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with water, carried by bucket from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole. Each bucketful increases the depth of the water in the tile below by 1/7. Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.

Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.

Specifying a pond zone is one technique used for irrigation, in order to make mud for farming on areas without soil.

Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).

If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.

Sand Collection[edit]

Shortcut s

Sand collection zones are important in the glass industry. They may be placed anywhere, but are only useful when actually placed on sand.

Clay Collection[edit]

shortcut c

Clay collection zones are important in the ceramic industry.

Meeting Area[edit]

Shortcut m

Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their "migrant" status wears off.

Note that the wagon you 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 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, such as within the fortress.

There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type i, set up a zone, and mark it both "active" and "meeting". Statue gardens and zoos are intrinsically meeting halls, as are rooms defined from a well. However, you can also create a Meeting Hall.

A meeting area filled with dwarves increases the social skills of idlers. It makes idle dwarves a little less idle, and makes selecting a replacement broker easier. Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings. A meeting hall exposed to sunlight will prevent dwarves from becoming cave-adapted.

Be warned that having dwarves socialize will often result in them becoming friends (or forming a grudge).

Hospital[edit]

Shortcut h

A Hospital zone is an area designated for the care and treatment of sick and wounded dwarves.

Setting up a Hospital[edit]

While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain furniture and supplies to function properly:


Furniture Function
Beds Allow sick dwarves to rest
Tables Used in surgery
Traction benches Immobilize dwarves who need to stay still to heal
Boxes/Bags Storage for medical supplies


Medical equipment Function Unit quantity*
Thread Required for suturing wounds 15000
Cloth Required for bandages 10000
Splints Used to bind broken bones 1
Crutches Walking aid for dwarves with leg injuries 1
Powder for casts Used to make plaster casts for setting bones 150
Buckets
  • Used by doctors to carry water for cleaning patients
  • Used by dwarves with the Feed Patients/Prisoners labor to water patients
1
Soap Used to reduce infections when washing patients 150


*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.

In addition to furniture and medical supplies, a source of water is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.

When the Zones menu (i) is open and the cursor is in a hospital zone, H will bring up the Hospital Information screen. This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.

Hospital Beds[edit]

When a dwarf becomes sick or wounded, he will be carried to a bed in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a barracks or dormitory, or to an unassigned bed. If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available. Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, although it is possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.