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Difference between revisions of "v0.34:Wall"

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Walls can be built ''en masse''. To do this, use the {{K|b}}uild -> {{K|C}}onstruction -> {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.
 
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -> {{K|C}}onstruction -> {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.
  
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - "Last In, First Out". That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.
+
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - "Last In, First Out". That means that the very last designation you make will be the very first thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.
  
 
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor.  
 
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor.  
  
Constructed walls cannot be engraved, but can be carved into [[fortification]]s ({{K|d}}esignate - c{{K|a}}rve fortifications). As usual, the fortifications will block movement, but not [[liquid]]s or small objects such as [[bolt]]s.
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Constructed walls cannot be engraved, but can be carved into [[fortification]]s ({{K|d}}esignate - c{{K|a}}rve fortifications). Unlike constructed fortifications, those created from walls retain an implied [[floor]] on the level above. As usual, the fortifications will block movement, but not [[liquid]]s or small objects such as [[bolt]]s.
  
 
Normal walls are considered 'rough'. By using [[stone]], [[glass]], [[wood]], or [[metal]] [[block]]s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a [[noble|noble]]'s [[room]].
 
Normal walls are considered 'rough'. By using [[stone]], [[glass]], [[wood]], or [[metal]] [[block]]s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a [[noble|noble]]'s [[room]].
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As with all [[construction]]s, the material used dictates which [[labor]] is required to perform the construction.
 
As with all [[construction]]s, the material used dictates which [[labor]] is required to perform the construction.
  
When building walls, your masons will carry the rocks themselves. A useful tip when building defences is to first make a rock stockpile nearby, and only allow one type of rock in it. When it fills up, remove it, and build the wall.
+
When building walls, 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.
  
=== How can I get a dwarf to not build a wall from the wrong side? ===
+
When constructing a wall over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a wall over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed.
When choosing a place to stand while building a wall, dwarves will avoid standing on designated building sites. By designating a wall tile on the wrong side of the wall, you can be assured that the mason who builds it will stand on the right side and not be trapped by their own device. Suspending the extra designation will prevent dwarves from attempting to actually build it.
+
 
 +
=== Building Walls in damp conditions ===
 +
When trying to build walls in damp conditions (such as when getting through an Aquifer in a soil layer), you need to make sure that the area to be built on *and* the area the dwarf needs to stand on to build from are at 1/7 or 0/7 when you set the order to build the wall.
 +
 
 +
If the area the dwarf needs to stand on is 2/7 when the wall is designated to be built, then the dwarf will try to build the wall by standing in the space the wall will occupy, and will never complete the work.
 +
 
 +
If there are multiple areas, then at least one must be at 1/7, and the dwarf may ignore those which were at 2/7 or greater, even if they subsequently drop to 1/7 or dry out entirely.
  
 
== Removing Walls ==
 
== Removing Walls ==
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== Bugs ==
 
== Bugs ==
*If a tile that is designated to have a wall built in it, and is adjacent to either another 2-3 walls that have already been built, then there is a chance that the dwarf constructing the wall will stand on the tile to complete the wall. This will result in a message "[[Main:Dwarf cancels construction of Wall: Creature occupying site|Dwarf cancels construction of Wall: Creature occupying site]]", and the construction of the wall will be suspended.
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*Dwarves have a bad habit of attempting to construct walls from the wall's tile. This results in an error message "[[Main:Dwarf cancels construction of Wall: Creature occupying site|Dwarf cancels construction of Wall: Creature occupying site]]", and the construction of the wall will be suspended. See the link above for an explanation and workarounds.
 
 
Note: This is more likely if the tile designated to be built on is in a corner of some shape.
 
  
==See also==
 
*[[How do I construct a wall from a particular direction]]?
 
  
 
{{Buildings}}
 
{{Buildings}}
 
{{Category|Buildings}}
 
{{Category|Buildings}}
 
{{Category|Constructions}}
 
{{Category|Constructions}}

Latest revision as of 13:32, 21 June 2014

This article is about an older version of DF.


A wall is either a map tile or a construction that blocks access to creatures and fluids. The appearance of a constructed wall is similar to that of a smoothed natural wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level buildings such as towers complete with roofs by creating floors on the layer above. A wall fills the tile it is in and creates a walkable space above it.

Digging[edit]

As explained on the digging page, naturally occurring walls can be dug out using the designations dig command, or channel command. These tasks are carried out by dwarves with the mining labor activated.

Natural walls can be designated for smoothing and engraving to improve the appearance and value of the wall. These tasks are carried out by dwarves with the stone detailing labor activated.

Construction[edit]

Walls can be built en masse. To do this, use the build -> Construction -> wall command. The keys u,m,k and h are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.

The important thing to remember is that all walls, floors and anything built with the b-C keys are LIFO - "Last In, First Out". That means that the very last designation you make will be the very first thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.

It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor.

Constructed walls cannot be engraved, but can be carved into fortifications (designate - carve fortifications). Unlike constructed fortifications, those created from walls retain an implied floor on the level above. As usual, the fortifications will block movement, but not liquids or small objects such as bolts.

Normal walls are considered 'rough'. By using stone, glass, wood, or metal blocks, higher quality constructions can be built with increased value. This can be particularly important when trying to maximize the value of a noble's room.

As with all constructions, the material used dictates which labor is required to perform the construction.

When building walls, your builders will carry the material to the job site themselves. A useful tip when building 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 constructing a wall over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a wall over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed.

Building Walls in damp conditions[edit]

When trying to build walls in damp conditions (such as when getting through an Aquifer in a soil layer), you need to make sure that the area to be built on *and* the area the dwarf needs to stand on to build from are at 1/7 or 0/7 when you set the order to build the wall.

If the area the dwarf needs to stand on is 2/7 when the wall is designated to be built, then the dwarf will try to build the wall by standing in the space the wall will occupy, and will never complete the work.

If there are multiple areas, then at least one must be at 1/7, and the dwarf may ignore those which were at 2/7 or greater, even if they subsequently drop to 1/7 or dry out entirely.

Removing Walls[edit]

To remove a wall, open the designations menu and select n Remove Construction. This task will be carried out by any unoccupied dwarf, including children and nobles.

Notes[edit]

  • Walls do not have any effect on noise.
  • If a wall that is the only support for a structure is removed, it will collapse, most likely hurting any dwarves on or around it.

Bugs[edit]



Rooms
Furniture
Animal trapAnvilArmor standBedBinBoxBucketCabinetCageCoffinRestraintSeatStatueTableWeapon rack

Access
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Constructions
Machine & Trap parts
Other Buildings

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