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Editing Designations menu
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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|22:36, 20 September 2016 (UTC)}} |
{{av}} | {{av}} | ||
− | [[ | + | {{old|Does not include options introduced in 0.40.20}} |
+ | [[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]] | ||
− | + | The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations. | |
− | + | If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}. | |
− | + | To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner. This also works across [[z-level]]s, allowing 3-dimensional designations in the shape of a cuboid. | |
− | + | To cancel a designation use Remove Designations ({{K|x}}). | |
− | + | As of 0.40.20, all designations gained the ability to be prioritized, with 1 being highest and 7 lowest priority. Note that if two different designations have the same priority, one type may still be favored over the over. They also can now be assigned as "Marker only", which is similar to the job being suspended. | |
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− | + | <sub>Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.</sub> | |
− | + | == Designations Menu == | |
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+ | *Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out. Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor) | ||
+ | *Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out. Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp. May leave stone/ore/gem. (req. [[Mining]] labor) | ||
+ | *Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor) | ||
+ | *Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs (req. [[Mining]] labor) | ||
+ | *Downward Stairway ({{K|j}}) - Mark walls or floors to be dug out and replaced with downard stairs (req. [[Mining]] labor) | ||
+ | *Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs (req. [[Mining]] labor) | ||
+ | *Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps (req. [[Mining]] labor) | ||
+ | *Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor) | ||
+ | *Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor) | ||
+ | *Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed. (req. [[Stone detailing]] labor) | ||
+ | *Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved. (req. [[Stone detailing]] labor) | ||
+ | *Carve Fortifications ({{K|F}}) - Mark smoothed walls to have [[fortification]]s carved. (req. [[Stone detailing]] labor) | ||
+ | *Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor) | ||
+ | *Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings. | ||
*Toggle Marker ({{K|M}}) Toggle existing designations between marker mode and standard mode (see below). | *Toggle Marker ({{K|M}}) Toggle existing designations between marker mode and standard mode (see below). | ||
*Remove Designation ({{K|x}}) - Remove all designation markings. | *Remove Designation ({{K|x}}) - Remove all designation markings. | ||
− | *Remove Construction ( | + | *Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed |
− | *Bulk designation of items: ({{ | + | *Bulk designation of items: ({{K|b}}) |
− | **{{K| | + | **{{K|c}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]]. |
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den. | **{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den. | ||
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed. | **{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed. | ||
− | **{{K|M}}: Remove Melt - Remove [[melt]] marking from area. | + | **{{K|M}}: Remove Melt - Remove [[melt ]] marking from area. |
− | **{{K| | + | **{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed. |
− | **{{K| | + | **{{K|D}}: Remove Dump - Remove [[dump]] marking from area. |
− | **{{K| | + | **{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]]. |
− | **{{K| | + | **{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area. |
− | *Set [[Traffic|Traffic Areas]] ({{K| | + | *Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel. Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”. |
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost” | **{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost” | ||
− | **{{K| | + | **{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost” |
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost” | **{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost” | ||
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost” | **{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost” | ||
+ | **{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}. | ||
+ | **{{K|Q}}{{K|q}}{{K|w}}{{K|W}}: Change cost by -5/-1/1/5. | ||
== Designations modification== | == Designations modification== | ||
Mining, stair carving, and ramp carving can also be modified to change their behavior. These modifiers can be switched with {{K|a}}. | Mining, stair carving, and ramp carving can also be modified to change their behavior. These modifiers can be switched with {{K|a}}. | ||
*Designate all: Standard behavior. | *Designate all: Standard behavior. | ||
− | * | + | *Automating Ore/Gems: Once this tile has been processed, all neighboring tiles will be marked for mining, if they contain the same ore or gems. Can only be designated on revealed ores/gems. Will appear green. |
*Designating Ores/Gems: What it says on the tin. Only works on revealed tiles. | *Designating Ores/Gems: What it says on the tin. Only works on revealed tiles. | ||
*Designating Gems: See above. | *Designating Gems: See above. | ||
== Priority == | == Priority == | ||
− | + | Designations can be assigned a priority using {{K|+}} and {{K|-}}. By default, all designations are made with a priority of 4, but higher priority jobs can be marked by using priorities 1-3, and lower priority ones with 5-7. Note that {{K|+}} ''reduces'' priority; 1 is the highest priority, and 7 the lowest. | |
When a dwarf has several jobs of different priority to do, the ones with higher priority are executed first, regardless of how convenient they are for the dwarf in question; a job marked '1' on the other side of the map will take precedence over a job marked '2' right next to them. | When a dwarf has several jobs of different priority to do, the ones with higher priority are executed first, regardless of how convenient they are for the dwarf in question; a job marked '1' on the other side of the map will take precedence over a job marked '2' right next to them. | ||
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== Marker Mode == | == Marker Mode == | ||
− | Designations can be placed in the default standard mode—the jobs are eligible to begin as soon as the game is unpaused—or in marker mode. Switch the mode of new designations with {{K| | + | Designations can be placed in the default standard mode—the jobs are eligible to begin as soon as the game is unpaused—or in marker mode. Switch the mode of new designations with {{K|m}}. Marker mode designations appear cyan instead of beige. |
Dwarves will not actually undertake marker mode designations. This can be used to plan future projects, and it offers a few advantages: | Dwarves will not actually undertake marker mode designations. This can be used to plan future projects, and it offers a few advantages: | ||
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* The full range of priorities is available, as opposed to delaying the project by forcing low priorities. Thus the new project can take priority over existing designations when it's ready, without the need to remove the old designations. | * The full range of priorities is available, as opposed to delaying the project by forcing low priorities. Thus the new project can take priority over existing designations when it's ready, without the need to remove the old designations. | ||
− | When it is time for your dwarves to begin a marker-mode project, | + | When it is time for your dwarves to begin a marker-mode project, {{K|d}}esignate a {{K|M}}arker/standard toggle and choose an area that contains all the marker designations you wish, in all three dimensions. All marker-mode designations within will change to standard mode, and vice versa. This can be used to temporarily deactivate existing standard designations as well. |
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{{Category|Designations|*}} | {{Category|Designations|*}} | ||
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