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Editing Floor

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A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features like [[bridge]]s and [[hatch]]es). A floor can be:
[[File:floors_preview.png|thumb|192px|right|Stone, wood and metal floors.]]A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features like [[bridge]]s and [[hatch]]es). A floor can be:
 
 
# natural, as found on the surface and in [[cavern]]s
 
# natural, as found on the surface and in [[cavern]]s
 
# artificial, as created by [[mining]]
 
# artificial, as created by [[mining]]
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Most [[building]]s can be built on any type of floor. Constructions can be built on any non-constructed floor--a constructed floor must be removed before any other construction can be installed.
 
Most [[building]]s can be built on any type of floor. Constructions can be built on any non-constructed floor--a constructed floor must be removed before any other construction can be installed.
 
It is not yet known how different types of floor affect the mood of the dwarves, but it sure is a fact that covering a muddy sand floor with a layer of ash log floor, or anything else for that matter, would be pleasing for any player.
 
  
 
==Constructing floors==
 
==Constructing floors==
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It is also important to remember that you cannot build another construction on top of a constructed floor, but you can build constructions atop natural, artificial and implied floors.  
 
It is also important to remember that you cannot build another construction on top of a constructed floor, but you can build constructions atop natural, artificial and implied floors.  
  
As with all [[construction]]s, the "Wall/Floor Construction" [[labor]] is required to construct a floor.
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As with all [[construction]]s, the material used dictates which [[labor]] is required to perform the construction.
  
 
When building floors, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.
 
When building floors, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.
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==Removing floors==
 
==Removing floors==
  
Natural and artificial floors can be removed by [[channel]]ing ({{k|d}}-{{k|h}}); constructed floors can be [[Construction removal|removed]] with {{k|d}}-{{k|n}}. Implied floors may only be removed by deconstructing the wall on the level below. The material used to build the floor will be recovered after the deconstruction. Cave-ins, falling logs from felled trees as well as felling trees growing on soil floors that have had the layer directly under the trunk mined out can also remove floors.
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Natural and artificial floors can be removed by [[channel]]ing ({{k|d}}-{{k|h}}); constructed floors can be [[Construction removal|removed]] with {{k|d}}-{{k|n}}. Implied floors may only be removed by deconstructing the wall on the level below. The material used to build the floor will be recovered after the deconstruction.
  
 
When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning cast [[obsidian]] floors are lost).
 
When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning cast [[obsidian]] floors are lost).
  
Removing floors can cause [[cave-in]]s if done <s>in</s>correctly. This often leads to [[fun]] if the floor happens to overhang the [[dining hall]] or other central area.  
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Removing floors can cause [[cave-in]]s if done incorrectly. This often leads to [[fun]] if the floor happens to overhang the [[dining hall]] or other central area.  
 
Floors should '''always''' be removed in multiple steps, starting at the furthest locations from the support(s) and moving in.  
 
Floors should '''always''' be removed in multiple steps, starting at the furthest locations from the support(s) and moving in.  
  
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====3×3 floor, supported in middle====
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====3x3 floor, supported in middle====
 
This example usually has a staircase in the middle supporting it, instead of a wall below (in that case, there would need to be another access point for dwarves to remove the floor, which would make this example much more complicated).
 
This example usually has a staircase in the middle supporting it, instead of a wall below (in that case, there would need to be another access point for dwarves to remove the floor, which would make this example much more complicated).
 
{{diagram|
 
{{diagram|
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...
 
...
 
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Dwarves can stand on the red or grey tiles to remove floors. Dwarves will not remove floors that another dwarf is standing on, so if a dwarf decides to stand on a green floor, the removal job could be canceled.
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Dwarves can stand on the red or grey tiles to remove floors. Dwarves will not remove floors that another dwarf is standing on, so if a dwarf decides to stand on a green floor, the removal job could be canceled.  
  
 
==Bugs==
 
==Bugs==
 
{{citation needed}}
 
 
 
*When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning [[gem]] clusters, [[ore]] deposits, [[engraving]]s, etc. that were in the underlying floor are lost).
 
*When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning [[gem]] clusters, [[ore]] deposits, [[engraving]]s, etc. that were in the underlying floor are lost).
  
 
*An up/down stairway above a wall overrides the implied floor created by the wall. A flying creature can move diagonally into the stairway above the wall, then diagonally back out on the other side of the wall. This shortcut does not work for non-flying creatures (using ramps), nor does it allow liquid to flow through.
 
*An up/down stairway above a wall overrides the implied floor created by the wall. A flying creature can move diagonally into the stairway above the wall, then diagonally back out on the other side of the wall. This shortcut does not work for non-flying creatures (using ramps), nor does it allow liquid to flow through.
 
*Sometimes when removing flooring, 1/7 deep magma ''may'' appear in its place.
 
  
 
{{Translation
 
{{Translation
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{{Buildings}}
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{{buildings}}
{{Category|Buildings}}
 
{{Category|Constructions}}
 

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