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v0.31 Talk:Road

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Need confirmation on building hotkeys. unsigned comment by Warlord255

  • Done. v0.31.03 DeMatt 03:58, 7 May 2010 (UTC)


The "Paving at an Angle" section does not seem particularly useful. --ItchyBeard 02:32, 9 May 2010 (UTC)

I'd have to agree, it seems fairly pointless. --FunkyWaltDogg 02:58, 9 May 2010 (UTC)

strip paving

Dwarves seem a bit inconsistent in how willing they are to move items around to finish the job. I got around this by laying strips of pavement out, and they proceeded with much fewer cancellations. This spreads the architecture training around, and since each strip is a separate object, they all have individual chances to impress dwarves walking over them.

Do building destroyers target roads? If so, this seems like a good way to delay them, and keep total damages under control. Uzu Bash 22:14, 17 October 2010 (UTC)

I've had lots of trolls attack Shadelabors, and they've all left the roads alone, including the ones inside the drowning trap. --Quietust 00:18, 18 October 2010 (UTC)

King?

What about the road-value requirement for the King's arrival? how does it work/shouldn't it be explained in the article?


Roads are a floor covering?

You can construct them on constructed floors. They seem to be like stockpiles in this regard. Paved roads prevent the 'broken ammo' graphic from showing up, is the 'broken ammo' another kind of floor covering? I paved my archery ranges with roads, to make them look nice and use up some colored blocks I didn't want, and I noticed a nice bonus: no more broken bolts littering up the range. Adding this for paved roads, does it work for dirt roads too? GhostDwemer

Okay, testing this before I add anything.GhostDwemer 01:50, 13 November 2010 (UTC)
Dirt roads do not have this effect. GhostDwemer 02:09, 13 November 2010 (UTC)