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Editing 40d Talk:Door

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:::I'm fairly sure that wagons don't like doors or floodgates and won't try to pass through them, even if there's ostensibly enough space to do so. Will have a check at some point.--[[User:Quil|Quil]] 08:25, 5 January 2009 (EST)
 
:::I'm fairly sure that wagons don't like doors or floodgates and won't try to pass through them, even if there's ostensibly enough space to do so. Will have a check at some point.--[[User:Quil|Quil]] 08:25, 5 January 2009 (EST)
 
::::They're fine with opened floodgates. I think they're still incompatible with doors however, and rightly so.
 
 
I've just tried removing walls from around a bunch of doors in 40d11, and it seem the door will be deconstructed if the wall was natural rock, but will be left standing and functioning if a constructed wall has been removed.--[[User:Ar-Pharazon|Ar-Pharazon]] 21:26, 9 August 2009 (UTC)
 
:If you try to build a door w/out a wall, you get that as an errour message ("Needs adjacent wall"), regardless if another door is there or not.  Doors should ''need'' to be connected to a wall (another reason they're no good for wagons - need 3-wide); if the only wall is removed (natural or constructed), the door should fall over.  However, I just duplicated Ar-P's feat - a door built against a constructed wall, then deconstruct the wall, and the door stood - however, only it was still diagonally connected to a natural wall, not "free standing" - when that natural wall was removed, it toppled.
 
:But then I duplicated Siner's feat - I constructed a wall in the middle of a 3-wide corridor, and built a door between two others, then removed the constructed, center wall - it remained standing! Seems like a verified exploit, article should need to be changed?--[[User:Albedo|Albedo]] 22:50, 9 August 2009 (UTC)
 
::I assumed everyone knew about this, I use it all the time to create wider openings.  It should be noted that caravans *cannot* go through these 3-wide doors, which is really unfortunate.  I attach the doors to levers if I need them for caravan access. --Gotthard 14:54, 10 August 2009 (UTC)
 
I attach the doors to levers if I need them for caravan access.
 
Are you saying that while a simple placed door blocks a wagon (confirmed), a door on a link "disappears" when open and doesn't? <sup>(Need to verify?)</sup>--[[User:Albedo|Albedo]] 17:40, 10 August 2009 (UTC)
 
  
 
== Dwarfs having happier thoughts about their own doors. ==
 
== Dwarfs having happier thoughts about their own doors. ==
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In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]</small>
 
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]</small>
 
:Please sign your edits using <tt><nowiki>--~~~~</nowiki></tt>. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)
 
:Please sign your edits using <tt><nowiki>--~~~~</nowiki></tt>. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)
 
 
::I had a problem like this -- make sure you turn off 'pet passable' or else you will find that puppies have a tendency/perverse desire to flood your sweet-pod gardens. [[User:Ninjaneer|Ninjaneer]] 17:36, 13 January 2010 (UTC)
 
  
 
== lever-linked doors and lockpickers ==
 
== lever-linked doors and lockpickers ==
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--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)
 
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)
 
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)
 
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)
:There's probably some stone or garbage in the way, which dwarves will only shove aside into empty squares, of which there are zero available considering the farmer's workshop as occupied squares.  Even if you cancelled the workshop, they can't shove stuff diagonally either.  Dump the trash manually(mark it for dumping and wait) and you'll probably be able to build it. --[[User:Corona688|Corona688]] 14:28, 5 January 2009 (EST)
+
:There's probably some stone in the way, which they won't move onto other buildings, hence 'cannot reach site'.  Dump the rock and you'll probably be able to build it. --[[User:Corona688|Corona688]] 14:28, 5 January 2009 (EST)
  
 
== Huh? ==
 
== Huh? ==
 
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)
 
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)
 
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)
 
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)
:: i want to see you setting granite to non-economical use ;) --[[User:Höhlenschreck|Höhlenschreck]] 00:18, 30 May 2009 (UTC)
 
:::Several of the re-packaged DF downloads have every stone listed under the z-stone menu, not just true "economical" stone. The Mayday package is the most notorious for both popularity and unexpected non-vanilla changes.  You think you're just getting spiffy graphics, but you're getting a subtly different GUI as well.--[[User:Albedo|Albedo]] 01:08, 30 May 2009 (UTC)
 
::::Yes..but we ignore mods on this wiki, right? Besides mayday doesn't come with this (any more?). And of course i was playing at that ;) Modusers who are sorta not aware that they are using a mod.. --[[User:Höhlenschreck|Höhlenschreck]] 03:05, 30 May 2009 (UTC)
 
  
 
== Melty mechanisms? ==
 
== Melty mechanisms? ==
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:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)
 
:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)
 
::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)
 
::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)
:::Merchants can only offer items that are available to them.  If your civilization's home has access to bauxite, it should be available to the merchants and thence to you.  If your civilization is in a purely igneous area, you'll be out of luck.  This applies to more than just bauxite, of course.  For example, if they have [[gabbro]] under them, they'll probably be able to offer you [[garnierite]] ([[nickel]] ore), [[kimberlite]] and [[diamond]]s.
 
:::When you're choosing your fortress's location, you can see what civilization you'll belong to (you'll often have a choice of several).  You can then use the site chooser to look at your potential clans' lands and what stones they'll be able to bring.    --[[User:Oddrune|Oddrune]] 17:48, 28 February 2009 (EST)
 
  
 
== Rooms not including door? ==
 
== Rooms not including door? ==
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Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)
 
Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)
 
== Decorations ==
 
 
It seems that doors cant be decorated by anything, I have decorators working with bone, shell and jewels fulltime, but I have yet to see a door being decorated. Is it just a coincidence? [[User:Mizipzor|Mizipzor]] 01:17, 21 April 2009 (UTC)
 
 
== Glass, metal, maybe wood? ==
 
 
Do the colors of these change depending on the type of material used? I assume they do, but don't want to specifically state unless certain. And of course, with wood, are there different wood colors? I don't think there are, but maybe some undead wood or something. [[User:Shardok|Shardok]] 19:36, 10 August 2009 (UTC)
 
:I'm certain with wooden doors the colour is always brown.--[[User:Richards|Richards]] 20:48, 10 August 2009 (UTC)
 
::Wood = Brown, confirmed. Not sure what you have in mind, but you don't want to start trying to list all the colors of all materials, at least not here under [[doors]].  Colors for different [[stone]]s are listed there, and so on.--[[User:Albedo|Albedo]] 21:21, 10 August 2009 (UTC)
 
::: I don't plan on listing all the different colors. I plan on stating that the type of material used will affect the color of the door, a bit more clearly, to make sure it's known to them that glass and metal doors will change color depending on the material used. Right now it doesn't state that too clearly.[[User:Shardok|Shardok]] 21:40, 10 August 2009 (UTC)
 
 
== Door-Wagon claims ==
 
I dont know what you did, but an inacessible site is inacessible. The wagons will not enter the map if you have placed (3 or any) doors in the path to your depot, making it smaller than 3 wide. Linking is irrelevant. This already is most obvious from the 'D' display. --[[User:Koltom|Koltom]] 19:45, 12 August 2009 (UTC)
 
 
== Adventure Mode ==
 
So, in Adventure Mode, if you try to move into a square with a locked door, it will give you the option to pick it or bash it down - is there any way to prevent this at all? I mean, it'd make fortress exploration a lil' less interesting if you can't temporarily restrict access. Does anyone know if you can pick/bash down floodgates as well? [[User:Frogwarrior|Frogwarrior]] 05:14, 25 August 2009 (UTC)
 
 
== Door Taken by Invaders? ==
 
 
I have a door that some ambushing goblins got past; it now says: "DOOR TAKEN BY INVADERS" Retake door to forbid it. I'm not sure how to retake it - I'm going to position a dwarf on it. --[[User:Bombcar|Bombcar]] 07:00, 2 December 2009 (UTC)
 
:That's exactly how you retake it - you have one of your own dwarves open and close the door. --[[User:Quietust|Quietust]] 15:55, 2 December 2009 (UTC)
 
::I had a military dwarf run through it, and it was able to be controlled. I still had to unbuild and build it again so the items holding it open would be moved. --[[User:Bombcar|Bombcar]] 04:23, 3 December 2009 (UTC)
 

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