You can do that for your hunters, but not for your woodies and gold vills. This is where the guard command comes in handy.
And yes, it is possible. The game allows it, only that the user interface does not offer it for non-military units. However, you can use your user.con or gamex.con files to simply define a hotkey for the "guard" command. This hotkey will then work with all units, including non-military ones. You can do the same to define a "patrol" hotkey, which will then also work e.g. for Pegasi to keep multiple gold mines under observation.
I am using the guard command for ox carts in every single game. Having your cart guard a wood cutter makes sure that it will never be too far apart from where the action is. Having it guard your dwarves means that you can waypoint them from mine to mine, so that they proceed to the next mine when their old one is done and you are not noticing. The cart may not deploy itself optimally at the new mine, but it will still be hugely better than your dwarves just standing clueless at the depleted mine or mining without cart at the new one.
Note that the cart will not always keep skin contact to the unit that it is guarding. It will remain stationary until the distance between it and the guarded unit grows too large, then it will move to the new location of the guarded unit. This means that some distance between cart and wood cutters still may occur, but it will never grow too large. While you have the time, you are free to optimize manually. Later in the game, your woodies have high carrying capacity thanks to upgrades, so that a little walking distance matters little anyway.
I think a template user.con is in the xentelian package that also holds the useful data charts. I may be wrong though.
Quoted from Pdroo:
You can also shift + click your dwarves + ox cart from mine to mine...
Yes, but that will deploy your ox cart badly, as it will seek skin contact to the mine, and you cannot have your dwarves stand between mine and cart. Guard order is far better.Quoted from Ironclaw77:
The Ox Cart is technically a building since it has advancements, is a drop site, and can't be bolted.
Sorry, but this is nonsense. Atlantean citizens share all those traits. Are they buildings, too?
If either of these was, then masons/architects would have to affect it.
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