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Editing 40d Talk:Road

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I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)
 
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)
  
:I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? [[User:Greep|Greep]] 08:59, 9 June 2009 (UTC)
 
  
 
== Amount of material needed ==
 
== Amount of material needed ==
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:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)
 
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)
::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)
 
 
Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being "metallic" and others being a "tallow soap road."  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)
 
  
 
== Destruction ==
 
== Destruction ==
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:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically "buildings".
 
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically "buildings".
 
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the "brook" tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo
 
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the "brook" tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo
 
== Skill Used? ==
 
 
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)
 
*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)
 
 
== Road Value ==
 
So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the "The Incoming King"-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a masterful rough stone road of 1x1 with 1 stone with value 3 to a value of 36, 3*12. Or a superior quality stone block road of 2x2 with 2 stone blocks with value of 5 each to a value of 40, (5+5)*4 ), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --[[User:Cosnoic|Cosnoic]] 07:13, 24 February 2010 (GMT+1)
 
a superior quality stone block road
 
:Considering blocks don't have quality, this is an awkward phrasing.  I'd suggest either "a superior quality road of # stone blocks" or "a # stone block road of superior quality".--[[User:Albedo|Albedo]] 06:38, 24 February 2010 (UTC)
 
:Sorry about the phrasing, was tired when I wrote this. --[[User:Cosnoic|Cosnoic]]
 
::I believe if you examine a road in the (r)oom list, it will show you its Architecture quality and thus its value multiplier (since constructing a road doesn't require any labor, there's no Construction quality involved). --[[User:Quietust|Quietust]] 14:03, 24 February 2010 (UTC)
 
:::Just checked, and apparently roads '''do''' have a construction quality, though it's almost always either no-level or "solidly built" (well-crafted, for a 2x multiplier). The room list also shows ''who'' designed and built the road. --[[User:Quietust|Quietust]] 14:08, 24 February 2010 (UTC)
 
:::: The only reason to why roads usually have no-level or well-crafted quality is because normally the skill Building Designer is almost never used, so most dwarfs is kept at the dabbling or novice skill level. I probably should have stated I used companion to alter the skill level of the dwarf constructing the roads to establish the it's possible to get all the different quality levels. --[[User:Cosnoic|Cosnoic]] 16:31, 24 February 2010 (UTC)
 
::::: I was actually referring to the '''construction''' quality of the road - the design quality varies based on the Building Designer skill level, but the construction quality is either locked at what Dabbling would produce (that is, always No Quality unless the dwarf has preferences for the material being used) or actually uses the corresponding construction labor skill level (e.g. Masonry/Carpentry/Blacksmithing, depending on the material) even though it doesn't require the labor to be enabled - more testing is required. --[[User:Quietust|Quietust]] 18:56, 24 February 2010 (UTC)
 

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