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Editing 40d:Mega construction
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There comes a time in every dwarf's life when he says to himself - why not? ''("Because it's insane" is not considered an automatic fail condition)''. Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything! | There comes a time in every dwarf's life when he says to himself - why not? ''("Because it's insane" is not considered an automatic fail condition)''. Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything! | ||
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The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are '''LIFO''' - "'''L'''ast '''I'''n, '''F'''irst '''O'''ut". That means that the very last designation you make will be the very ''first'' thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead. | The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are '''LIFO''' - "'''L'''ast '''I'''n, '''F'''irst '''O'''ut". That means that the very last designation you make will be the very ''first'' thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead. | ||
− | It is also important to remember that you cannot build constructions on top of a constructed floor, but you can attach walls to the sides of a constructed floor, and then build on them for the next level up. | + | It is also important to remember that you cannot build constructions on top of a constructed floor, but you can attach walls to the sides of a constructed floor, and then build on them for the next level up. |
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:Note: | :Note: | ||
− | :''In this discussion, "masons" will be assumed to be the | + | :''In this discussion, "masons" will be assumed to be the dwarfs doing the work. If your constructions are of wood or metal, then carpenters or metalsmiths will be doing the work - but the process is the same. |
:''Likewise, the word "stone" will be used to refer to building material, but a construction can also be made from wood logs, blocks of glass or any other material, or bars of metal or even soap, among others. '' | :''Likewise, the word "stone" will be used to refer to building material, but a construction can also be made from wood logs, blocks of glass or any other material, or bars of metal or even soap, among others. '' | ||
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'''0''' - Isolated wall section | '''0''' - Isolated wall section | ||
╔═╗ - Connected wall | ╔═╗ - Connected wall | ||
− | '''X''' - Up/down [[ | + | '''X''' - Up/down [[stairs]] |
☺ - Mason | ☺ - Mason | ||
+ | |||
==Walls== | ==Walls== | ||
− | Walls are the simplest construction. They are the base for anything more ambitious, such as a tower, and are often the very first construction of a new fortress, as (part of) a defensive perimeter. No non-flying creature can get over a 1-level wall, but there are still reasons you might want to build | + | Walls are the simplest construction. They are the base for anything more ambitious, such as a tower, and are often the very first construction of a new fortress, as (part of) a defensive perimeter. No non-flying creature can get over a 1-level wall, but there are still reasons you might want to build one, whether for looks, because of rolling terrain, or as part of a larger project. |
A one-level wall is easy - just designate it, and your masons will simply walk around and build it. About as basic as it gets... | A one-level wall is easy - just designate it, and your masons will simply walk around and build it. About as basic as it gets... | ||
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''End View''<br /> | ''End View''<br /> | ||
− | + | X | |
− | + | Xw | |
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− | If you have 2 access points, you can start in the middle and the ends, and work back toward the access | + | If you have 2 access points, you can start in the middle and the ends, and work back toward the access. |
ww <-X-> wwwww <-X-> www | ww <-X-> wwwww <-X-> www | ||
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Also, if defense is something you wish to consider (or just to improve the looks of a simple curtain wall), you may wish to plan for one or more towers to rise up above and along your walls. The process is very similar to a wall, but with floors... | Also, if defense is something you wish to consider (or just to improve the looks of a simple curtain wall), you may wish to plan for one or more towers to rise up above and along your walls. The process is very similar to a wall, but with floors... | ||
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==Towers== | ==Towers== | ||
− | Building a tower, large or small, is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason | + | Building a tower, large or small, is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s' habit of building [[wall]]s in their LIFO order, so adding anything puts that before everything you've already done. This step-by-step guide avoids these problems. The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower. |
''(Note - In Dwarf Fortress, the walls of a "round" (or oval) tower take ''exactly'' as much stone as for a "square" (or rectangular) tower, but the floor area uses a bit less stone, and with a significant loss of usable area inside - in case that matters to you.)'' | ''(Note - In Dwarf Fortress, the walls of a "round" (or oval) tower take ''exactly'' as much stone as for a "square" (or rectangular) tower, but the floor area uses a bit less stone, and with a significant loss of usable area inside - in case that matters to you.)'' | ||
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If you create a [[stone]] or [[block]] stockpile nearby, then your masons can concentrate on what they're good at, and not waste time walking (possibly dangerous) distances back and forth. Alternately, dive into the ground and do some mining on the spot, creating a field of raw stone right there. (Pro tip - construct a (temporary) mason's shop or three in a stone field, and make blocks on site!) | If you create a [[stone]] or [[block]] stockpile nearby, then your masons can concentrate on what they're good at, and not waste time walking (possibly dangerous) distances back and forth. Alternately, dive into the ground and do some mining on the spot, creating a field of raw stone right there. (Pro tip - construct a (temporary) mason's shop or three in a stone field, and make blocks on site!) | ||
− | If the tower is outside the protection of your compound, consider the safety of your workers - would digging a tunnel to the location be worth the time? Do you want your soldiers and workers to walk over the surface, or underground? No doors means [[building destroyer | + | If the tower is outside the protection of your compound, consider the safety of your workers - would digging a tunnel to the location be worth the time? Do you want your soldiers and workers to walk over the surface, or underground? No doors means [[building destroyer]]s have nothing to break down. |
If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows. Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well. | If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows. Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well. | ||
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╚═══╝ | ╚═══╝ | ||
− | :''Pro tip - if you designate walls to be built next to your planned walls, then {{k|s}}uspend that construction, your | + | :''Pro tip - if you designate walls to be built next to your planned walls, then {{k|s}}uspend that construction, your dwarfs will not stand on those tiles to build the desired walls. This can be used to guide your masons to build from the inside, walling themselves in where it's safe, rather than the alternative.'' |
╔═══╗ | ╔═══╗ | ||
− | ║'''X'''+ | + | ║'''X'''+☺ ◙ <- ''suspended wall order'' |
║+++║ | ║+++║ | ||
║+++║ | ║+++║ | ||
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====Adding fortifications==== | ====Adding fortifications==== | ||
− | If you want an open level of the tower where [[ | + | If you want an open level of the tower where [[marksdwarf]]s or [[siege engine]]s can fire out, you want some [[fortification]]s instead of walls. Along the edges this is easy, but fortifications cannot be walked on, and a mason can't build them from a diagonal tile, so we're back to "build the corners first!" |
+++++ ╬╬╬╬+ <- this fortification ''next''! | +++++ ╬╬╬╬+ <- this fortification ''next''! | ||
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'''?'''╬╬•'''?''' <- ''no access to corners'' | '''?'''╬╬•'''?''' <- ''no access to corners'' | ||
− | The solution is to build a temporary floor-tile off the tower side, to give your masons access to those corner locations. Once built, then connect those to other fortifications (they have to be connected [[orthogonal | + | The solution is to build a temporary floor-tile off the tower side, to give your masons access to those corner locations. Once built, then connect those to other fortifications (they have to be connected [[orthogonal]]ly!), ''then'' you can safely deconstruct the floors and replace them with the final fortifications. |
+ + ╬+ +╬ ╬ ╬ ╬╬╬╬╬ | + + ╬+ +╬ ╬ ╬ ╬╬╬╬╬ | ||
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:''Pro tip:'' Alternatively, instead of constructing and deconstruction floors, you may build floor grates ({{k|b}}, {{k|G}}), floor hatches ({{k|b}}, {{k|H}})), or floor bars {{k|b}}, {{k|alt+b}}) for dwarves to stand on to get at the corners. These have the advantage of being much faster to remove, do not require a mason (only a "furniture hauler"), and are collected instead of dropped when deconstructed. | :''Pro tip:'' Alternatively, instead of constructing and deconstruction floors, you may build floor grates ({{k|b}}, {{k|G}}), floor hatches ({{k|b}}, {{k|H}})), or floor bars {{k|b}}, {{k|alt+b}}) for dwarves to stand on to get at the corners. These have the advantage of being much faster to remove, do not require a mason (only a "furniture hauler"), and are collected instead of dropped when deconstructed. | ||
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=Advanced Construction Techniques= | =Advanced Construction Techniques= | ||
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===Expanding out=== | ===Expanding out=== | ||
− | To build out over open space, you only need to add floors. | + | To build out over open space, you only need to add floors. Currently{{v|0.28.181.40d}} there is no limit to how far out unsupported floors can extend. If you then want to build up, build walls (which will support movement and more construction on the next level up). While you can't build a wall on top of a constructed floor, you can build a wall ''over thin air'', so long as there's an accessible spot for a dwarf to stand on which is orthogonally (non-diagonally) adjacent to where the wall is to be built. Don't forget to add stairs (or ramps) to gain access to those upper levels (again... plan ahead!) |
Using these methods, you can create anything from permanent spans bridging gaps to mushroom-shaped towers to inverted pyramids balanced on one tile - anything goes. | Using these methods, you can create anything from permanent spans bridging gaps to mushroom-shaped towers to inverted pyramids balanced on one tile - anything goes. | ||
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====Temporary access floors==== | ====Temporary access floors==== | ||
− | If | + | If you masons cannot access a location, building temporary flooring is the solution, as described above under "basic techniques", and then deconstructing the floor when it's no longer needed. However, building floor bars or setting a floor grate in place is faster, does not enter into the [[Construction#Priority - LIFO|LIFO]] sequence, and the material will be saved, not dropped, when deconstructed. |
====bridges vs. floor access==== | ====bridges vs. floor access==== | ||
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===Bridges and deconstructing floors === | ===Bridges and deconstructing floors === | ||
− | Constructions cannot be supported by attaching them to any [[bridge | + | Constructions cannot be supported by attaching them to any [[bridge]]s - the game allows them to be designated, and a dwarf will respond to build the construction, but that will then [[cave-in]] immediately upon construction. However, building a bridge ''over'' an existing floor will allow those floor tiles to be deconstructed and the material recovered. |
===Sloped Roofs=== | ===Sloped Roofs=== | ||
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=Examples= | =Examples= | ||
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===Hippie Exterminator=== | ===Hippie Exterminator=== | ||
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Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them. | Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them. | ||
− | A row of single ramps will not join together, instead they will show up as a row of square pyramids | + | A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids. |
====Cathedral to the Blood God==== | ====Cathedral to the Blood God==== | ||
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[[Image:Cathedral.jpg]] | [[Image:Cathedral.jpg]] | ||
+ | [[Category:Constructions]] | ||
===[http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress]=== | ===[http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress]=== | ||
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Ramps align to all adjacent walls available. | Ramps align to all adjacent walls available. | ||
− | Many structures ( | + | Many structures (ie. workshops, cabinets, etc.) don't appear. |
Fortifications against walls will not render the wall they're up against. | Fortifications against walls will not render the wall they're up against. | ||
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Some materials are rendered incorrectly. | Some materials are rendered incorrectly. | ||
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