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Difference between revisions of "v0.31:Room"

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(→‎Quality: Adding detail on how to access room quality levels in-game.)
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Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture in the room.  Thus making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable {{L|stone}} like {{L|limestone}} or {{L|obsidian}} (to make a ''really'' valuable room, put it in a mined out {{L|magnetite}} cluster).  Once a room has been mined out, its value can be increased by placing {{L|furniture}} in it, and by {{L|smoothing}} and {{L|engraving}} the floor and walls.
 
Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture in the room.  Thus making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable {{L|stone}} like {{L|limestone}} or {{L|obsidian}} (to make a ''really'' valuable room, put it in a mined out {{L|magnetite}} cluster).  Once a room has been mined out, its value can be increased by placing {{L|furniture}} in it, and by {{L|smoothing}} and {{L|engraving}} the floor and walls.
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Room quality levels can be viewed through the View Rooms/Buildings keyboard control.
  
 
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Revision as of 17:39, 16 January 2011

This article is about an older version of DF.

What is a room?

The answer is not as obvious as it seems. A chamber with a Template:L in it is not yet a Template:L; you have to select the Template:L and define a bedroom from it. The functional room, as the game understands it, is not defined by Template:Ls and Template:Ls; it is a Template:L extending out from a piece of Template:L (in our example, the bed) that defines the room, created when the room is defined from that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's Template:L and its effectiveness. This zone does not need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.

Rooms can also be assigned to specific Template:L (to satisfy a Template:L requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the Template:L starts, dwarves will have to pay rent for their bedrooms.

Creating rooms

To create a room, you must first have built something capable of supporting a room from the build menu, such as a Template:L or Template:L. Then you must select the completed item in question with the q command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external Template:Ls. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.

If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's q menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.

In general, you only need to define a room from one object in the room. For instance, a communal Template:L is defined from one table -- just give the room a large enough radius to cover the whole space.

Rooms can not span z-levels; when you define a room it can only be on a single level.


Quality

Most dwarves don't have high expectations when it comes to rooms. A communal Template:L and a communal Template:L is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy Template:L, helping to avoid Template:Ls.

Template:L, on the other hand, require rooms of a minimal quality, containing a minimum number of Template:L. Not meeting their demands will make them Template:L, and also make them not function at their full capacity.

Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture in the room. Thus making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable Template:L like Template:L or Template:L (to make a really valuable room, put it in a mined out Template:L cluster). Once a room has been mined out, its value can be increased by placing Template:L in it, and by Template:L and Template:L the floor and walls.

Room quality levels can be viewed through the View Rooms/Buildings keyboard control.

Bedroom name Dinning room name Office Name Grave Name Numeric Value
Meager Quarters Meager Dining Room Meager Office Grave 1
Modest Quarters Modest Dining Room Modest Office Servant's Burial Chamber 100
Quarters Dining Room Office Burial Chamber 250
Decent Quarters Decent Dining Room Decent Office Tomb 500
Fine Quarters Fine Dining Room Splendid Office Fine Tomb 1000
Great Bedroom Great Dining Room Throne Room Mausoleum 1500
Grand Bedroom Grand Dining Room Opulent Throne Room Grand Mausoleum 2500
Royal Bedroom Royal Dining Room Royal Throne Room Royal Mausoleum 10000