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Editing v0.31 Talk:Activity zone

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==Reverting the last edit==
 
Sorry whoever put it in, but it makes little sense on several different levels. This page is for activity zones, not stockpiles. Garbage zones (not refuse stockpiles) built over open space will prompt dwarfs to throw goods off the edge. If that means into magma, well, that is the intended behavior. If your magma workshops have open pits of magma in them (why not build the impassable square over the channel?) and you designate the whole magma workshop as a garbage zone, (why?) including the open channel down into the magma, then yes, everything will be dumped into the magma. It does not matter how many squares you designate as a garbage dump, if even one of them is over a pit, everything will get thrown into the pit. But it has absolutely nothing to do with magma workshops, and everything to do with the way garbage dumps are supposed to work. [[User:GhostDwemer|GhostDwemer]] 21:31, 11 May 2011 (UTC)
 
 
 
==Animal pit, keep them from going away==
 
==Animal pit, keep them from going away==
 
I have a pit in which I like to keep all my animals for butchering. There is a door which is tightly closed. However when my butcher goes in to take an animal all the animals escape. What can I do to fix this?
 
I have a pit in which I like to keep all my animals for butchering. There is a door which is tightly closed. However when my butcher goes in to take an animal all the animals escape. What can I do to fix this?
 
I placed it above ground because I read somewhere that animals prefer this. It still doesn't help :(
 
I placed it above ground because I read somewhere that animals prefer this. It still doesn't help :(
: For now, not much. Best solution is to stick them in a cage near your butcher (and possibly also your farmer's workshops so your animals can be easily milked). Assigning the animals to the cage is not much different from sticking them in a cage, except that you only need to do it once because they cannot escape from the cage like they would a pit. Of course, this may also prevent them from breeding unless they get time out of the cage (for example, if you milk them). Pregnant animals will give birth in a cage, but they will not get pregnant again while in the cage. [[User:Niveras|Niveras]] 22:43, 28 November 2010 (UTC)
 
:: If you need to pit some for breeding, placing the pit zone furthest away from the door makes it less likely they'll reach it to attempt escape. If you have some caged for milking and have milkable breeds in the pit, you can also forbid the door so your milker won't get the bright idea to let them all loose. [[User:Uzu Bash|Uzu Bash]] 04:44, 29 November 2010 (UTC)
 
::: Thanks for the help. Originally I planned to make a large outdoor area just for the animals, but it seems it's just impossible to do. I hope this function gets added soon because all these puppies/cow/horses running around is just a big mess. Guess dumping them all in a lava pool is the best solution
 
::: Put them on a bunch of ropes if you want them to breed, or you want the 'field full of animals' look.
 
  
 
==Flow-stylee activity zones?==
 
==Flow-stylee activity zones?==
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It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.
 
It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.
 
<s>I have the same problem. In my case it happens with items dropped by dead goblings (who killed each other, by the way). When I claim the whole pile and then dump the whole pile, some items (weapons and armor) are sent to their corresponding stockpiles despite being marked as DUMP! For the rest of the items there is nothing I could do so far (I tried forbiding and claiming, letting some game time pass between forbiding and dumping, doing it with k (look around)...</s> I had no access to the dumping area (locked door) :-P --[[User:Juanm313|Juanm313]] 14:32, 13 May 2011 (UTC)
 
  
 
== Did I build a floor on top of the dump? ==
 
== Did I build a floor on top of the dump? ==
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I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.
 
I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.
 
When your pond is blocking the only way from where a dwarf is to where the water is, and the pond has been filled to 4/7 or more, the dwarfs will no longer be able to path through the pond to get to the water to fill the pond. [[User:GhostDwemer|GhostDwemer]] 21:25, 11 May 2011 (UTC)
 
  
 
== Verify: ==
 
== Verify: ==
  
 
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)
 
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)
:I removed the verify tag for soap unit quantity. I have only one bar of soap in my fortress and the hospital lists it as 150/750. --[[User:Cali|Cali]] 11:30, 8 April 2011 (UTC)
 
:::''tables are used in surgery, splints are used to bind broken bones, powder casts are used to make plaster casts for setting bones, quantity of powder casts used is 150, doctors can treat patients resting outside the hospital zone.''
 
:::These 5 things had the verify tag next to them while nothing about it could be found on this talk page. I can verify the last one but I don't have any experience with the first 4. Although I know it is supposed to be true, it would be nice if someone could verify it for me. Just say it is true, as long as you know it from personal experience from this version it's ''verified' [[User:Dutchling|Dutchling]] 18:49, 15 June 2011 (UTC)
 
::::I have asked this on the forums and it has been verified. (http://www.bay12forums.com/smf/index.php?topic=87147.0) [[User:Dutchling|Dutchling]] 17:41, 19 June 2011 (UTC)
 
 
== Fishing in a well ==
 
The [[Zones]] page states that fishing must be done over open water, not through grates or a well. However, the [[Well]] page states "Dwarfs can (and will) fish from a well if that labor is designated. This does not harm the well." --[[User:RadGH|RadGH]] 09:35, 11 December 2010 (UTC)
 
:I have tested it with the latest version and you can fish through a grate or a well as long as the water is only 1 z-level lower. This is always the case with fishing but wells can be used with a deeper water source so I think that is the reason why someone edited it to be impossible to fish through grates/wells. I'll edit the pages now. [[User:Dutchling|Dutchling]] 11:19, 15 June 2011 (UTC)
 
 
== Clay Collection Areas ==
 
 
I guess I might just be being stupid, but I can't seem to get the clay collection area to work. The wiki says sandy clay is a type of clay, so I tried placing the zone on sandy clay walls and sandy clay floors. It still said Clay(0). Can someone tell me how to do this properly, or if this is a bug, or if sandy clay isnt a type of clay after all?
 
--[[User:Sirgren|Sirgren]] 22:14, 23 February 2011 (UTC)
 
Nevermind, it was a map made before the update.
 

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