Toady mentions a 3x3 burrow in the latest update. I wonder if you can designate a burrow over multiple z-levels. I ask because I usually vertically integrate workshop areas, with raw material stockpiles below and finished good stockpiles above.
I know you can. I don't remember where Toady said it, but you can create burrows over multiple z-levels.
Great, so we can lock dwarves in their workshops! Not that we couldn't already do that, but now they will never leave, because they will never want to leave... Or something like that.
Anyway. What I want to know is, with this new DEFCON Threat Level System alert level system with all of it's burrows, will there be some sort of anti-burrow thing? As in, does the player have the ability to designate an area, and when that alert level is triggered, any dwarves in that area will get out at any cost? I only ask because I mine in ways that produce a lot of dust and stuff, and I don't want anyone being knocked unconscious by that, but I also don't want the fort to stop either.
Does any of that make sense?
It does make sense, but I don't believe that's in. If it's any consolation, you can achieve the same effect by making a burrow that contains all of your fort
except one specific area. It'll take longer to set up, but it should do the same thing.
The problem with designating a dwarf-free zone is that, currently, dwarves
still path through invalid burrows - if he's got a valid hauling job in burrow A, he'll happily pass through burrows B, C, and D en route. Which means that an anti-burrow might stop dwarves
acquiring jobs in the area, but it wouldn't stop them wandering through during their normal tasks. I believe Toady mentioned that changing pathing to block some areas to dwarves would be very difficult - hence why traffic areas can restrict but not block areas, and why you can telekineticaly lock doors to block intruders
and dwarves.