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v0.31:Activity zone

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Revision as of 03:53, 11 May 2010 by FunkyWaltDogg (talk | contribs) (Added sections for all zone types)
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Template:AV

To editors: This page has recently been copy/pasted twice from the old version, and blanked by the Admin twice because of lack of screening for accuracy.

If you want to tackle this page, it's easy - just take it one section at a time, check every keystroke, make sure every zone works as described (either the previous description or your own new, accurate, updated version!), lose anything that is not confirmed (possibly <!--hide it--> and comment/discuss on the Talk page, or use a [Verify] link if you're "pretty sure" it's mostly accurate but have some small doubt or question), and it should all be good.

This means some degree of TESTING - that is to be assumed on all new pages if we want to get it right (and we do!). Fire up a small (2x2) "test" game in a calm biome, keep it safe and use it to check any concept to see how it works compared to the old description. (That's how the new Template:L article was checked, which did show some subtle changes - but it's accurate now, which is what we want for a wiki.)

Use the {{L|link}} format for links - those will be updated once the official "new version" number gets implemented. Any [[DF2010:link]] will go red when that happens.

thanks, the Admin

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 cetain 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 the same manner as stockpiles, by designating a rectangular area using Enter from within the Zones menu (i). 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.

Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. 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.

Water Source

Shortcut a

Fishing

Shortcut f

Garbage Dump

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.

Garbage dumps:

  • Only accept items that have been marked for dumping.
  • Require dwarfs to have Template:L Template:L 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 Template:L 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 Template:L), not onto an Template:L. Items dumped into Template:L (provided they are not Template:L) 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 Template:L 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, 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 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.

Pit/Pond

Shortcut p

A Pit/Pond requires a Template:L or hole with adjacent flooring on which a dwarf can stand. Designate the zone from the top of the ramp or hole. 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.

Animals can be assigned to a pit through the P menu. A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off)

Dwarves will attempt to fill a pond with Template:L, carried by Template:L from a water-gathering zone. 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 pond 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.

Sand Collection

Shortcut s

Meeting Area

Shortcut m

Hospital

Shortcut h

A Hospital zone is an area designated for the Template:L of sick and Template:L 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:


Furniture Function
Template:L Allow sick dwarves to Template:L
Template:L Used in surgery[Verify]
Template:L Immobilize dwarves who need to stay still to heal
Template:L Storage for medical supplies


Medical equipment Function Unit quantity*
Template:L Required for suturing wounds 15000
Template:L Required for bandages 10000
Template:L Used to bind broken bones[Verify] 1
Template:L Walking aid for dwarves with leg injuries 1
Template:L Used to make plaster casts for setting bones[Verify] 150[Verify]
Template:L
  • Used by doctors to carry water for cleaning patients
  • Used by dwarves with the Feed Patients/Prisoners labor to water patients
1
Template:L Used to reduce infections when washing patients 150[Verify]


*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 Template:L 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

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 Template:L or Template:L, 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, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.[Verify]