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Difference between revisions of "v0.31:Road"

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'''Roads''' are a construction which paves over large sections of flat terrain. They are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul materials (if any) to the site and design the structure before it can be finished by any available dwarf.
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A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge. A dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.
  
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.
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'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing [[shrub]]s and [[tree]]s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.
  
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your Architect to get materials from. Broken bolts will not show up on tiles with paved roads; paving your archery ranges can keep them looking neat. You will need one fourth of the tiles plus one ( Tile/4+1 ) the road would cover of material to construct it, the usage is not reduced by unpavable areas such as walls and statues.
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'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. To avoid the hassle of long-distance hauling, it is advisable to place a [[stockpile]] near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat. The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.
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Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstrust themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide.
  
 
== World Gen Roads ==
 
== World Gen Roads ==
[[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]]
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During [[world generation]], roads are created connecting [[Human]] townsIn the past, sufficiently powerful Dwarven and Goblin civilizations also created underground roads connecting their sites, which could be discovered in caverns after embark.
 
 
 
 
During [[World Generation]] roads are created connecting [[Human]] sitesAlso, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark.
 
 
 
Roads generated during world gen are 7 tiles wide, bridges have walls on their sides and are 5 tiles wide.
 
 
 
Deconstructing a World Gen Road can be a valuable source of stone blocks in aquifer areas.
 
 
 
  
 
{{buildings}}
 
{{buildings}}

Latest revision as of 17:21, 8 December 2011

This article is about an older version of DF.


A road is a construction that paves over a large section of flat terrain. Roads are most commonly used to give caravans a reliable path to your fortress from the map's edge. A dwarf with the Architect labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.

Dirt roads (b - O) can be constructed for free on any soil, removing shrubs and trees and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.

Paved roads (b - o) can be constructed with any building material, including stone, blocks, wood and metal bars. These roads are permanent, and use less material than paving the same space with constructed floors. To avoid the hassle of long-distance hauling, it is advisable to place a stockpile near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat. The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.

Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstrust themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( b - C - f) ) over the water, which you can (but don't have to) then pave over. A bridge may also work, providing the body of water is no more than 20 squares wide.

World Gen Roads[edit]

During world generation, roads are created connecting Human towns. In the past, sufficiently powerful Dwarven and Goblin civilizations also created underground roads connecting their sites, which could be discovered in caverns after embark.


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