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Editing 40d:Mega construction
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− | + | There comes a time in every dwarfs life when he says to himself - why not? ''("Because it's insane" is not considered an automatic fail condition)''. Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything! | |
− | There comes a time in every | ||
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− | + | ==Construction Techniques== | |
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Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing. | Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing. | ||
− | The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are | + | The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are LIFO - "'''L'''ast '''I'''n, '''F'''irst '''O'''ut". 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. |
− | It is also important to remember that you cannot build | + | It is also important to remember that you cannot build on top of a constructed floor. |
− | + | ===Towers=== | |
+ | Building a tower, large or small, is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s' habit of building [[wall]]s in their LIFO order, so adding anything puts that before everything you've already done. This step-by-step guide avoids these problems. The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower. | ||
− | + | ====Planning==== | |
− | + | If you create a [[stone]] or [[block]] stockpile nearby, then your masons can concentrate on what they're good at, and not waste time walking (possibly dangerous) distances back and forth. Alternately, dive into the ground and do some mining on the spot, creating a field of raw stone right there. (Pro tip - construct a (temporary) mason's shop or three in a stone field, and make blocks on site!) | |
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+ | If the tower is outside the protection of your compound, consider the safety of your workers - would digging a tunnel to the location be worth the time? Do you want your soldiers and workers to walk over the surface, or underground? No doors means [[building destroyer]]s have nothing to break down. | ||
'''Key:''' | '''Key:''' | ||
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• - Empty space | • - Empty space | ||
+ - Ground, floor, or top of wall section from lower level | + - Ground, floor, or top of wall section from lower level | ||
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'''0''' - Isolated wall section | '''0''' - Isolated wall section | ||
╔═╗ - Connected wall | ╔═╗ - Connected wall | ||
− | '''X''' - Up/down [[ | + | '''X''' - Up/down [[stairs]] |
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If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows. Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well. | If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows. Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well. | ||
The first rule of building upwards is to '''build the corners first'''. This keeps your mason from trapping himself in a corner high in the air, or making the corner inaccessible. | The first rule of building upwards is to '''build the corners first'''. This keeps your mason from trapping himself in a corner high in the air, or making the corner inaccessible. | ||
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╔════'''?''' <- ''no access'' | ╔════'''?''' <- ''no access'' | ||
║ ☺║ | ║ ☺║ | ||
║ ║ | ║ ║ | ||
╚════╝ | ╚════╝ | ||
− | How awkward... | + | How awkward... |
====Base==== | ====Base==== | ||
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╚═══╝ | ╚═══╝ | ||
− | + | Pro tip - if you designate walls to be build next to your planned walls, then {{k|s}}uspend that construction, your dwarfs will not stand on those tiles to build the desired walls. This can be used to guide your masons to build from the inside, walling themselves in where it's safe, rather than the alternative. | |
╔═══╗ | ╔═══╗ | ||
− | ║'''X'''+ | + | ║'''X'''++ ◙ <- suspended wall order |
║+++║ | ║+++║ | ||
║+++║ | ║+++║ | ||
╚═══╝ | ╚═══╝ | ||
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If we shift the view up to the next [[z-level]] up, this is what we see... | If we shift the view up to the next [[z-level]] up, this is what we see... | ||
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+++++ | +++++ | ||
− | The tops of the walls act as floors | + | The tops of the walls act as floors. If you could get to them, your masons could walk on them - but we have no down (or up/down) stairs on this level to connect. So that's our next order of business... |
====Staircase==== | ====Staircase==== | ||
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+++++ | +++++ | ||
− | Now your dwarves can walk anywhere on a "floor" (+) | + | Now your dwarves can walk anywhere on a "floor" (+), and connect anything on this level to that floor. (This is how you expand a tower wider than its base - by constructing walls attached to floors that have expanded out.) |
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====Floor/roof tiles==== | ====Floor/roof tiles==== | ||
− | Cover the empty space with constructed floors, which create a '''roof''' over the tiles below them. (Walls would work for this purpose too, but could not be walked on.) Altho' this may be a "roof" | + | Cover the empty space with constructed floors, which create a '''roof''' over the tiles below them. (Walls would work for this purpose too, but could not be walked on.) Altho' this may be a "roof", your masons have to walk on it to build from the staircase, whether they're building floors or walls, whether you want to keep building up or not. |
Be careful not to build floors on top of your existing walls, since this keeps you from building walls over them. (And, yes, the tops of walls on a lower level and floors constructed on the current level look ''identical'' in the game. Use {{k|k}} if you need to double check which is which.) | Be careful not to build floors on top of your existing walls, since this keeps you from building walls over them. (And, yes, the tops of walls on a lower level and floors constructed on the current level look ''identical'' in the game. Use {{k|k}} if you need to double check which is which.) | ||
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====Upper-level corners==== | ====Upper-level corners==== | ||
− | From here out, your masons can't stand outside the construction to do any work - it all has to be done from the inside. Construct the corner walls once the first ring of floor tiles are finished. You can start them sooner, but there's a chance the far corner could become inaccessible, which suspends construction. (If you understand the | + | From here out, your masons can't stand outside the construction to do any work - it all has to be done from the inside. Construct the corner walls once the first ring of floor tiles are finished. You can start them sooner, but there's a chance the far corner could become inaccessible, which suspends construction. (If you understand the FIFO concept, you can plan it so this doesn't happen - your call.) |
'''0'''+++'''0''' | '''0'''+++'''0''' | ||
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'''0'''+++'''0''' | '''0'''+++'''0''' | ||
− | You can start the center walls before the corners are finished, but always leave one floor area adjacent to the corners for last to access those corners | + | You can start the center walls before the corners are finished, but always leave one floor area adjacent to the corners for last to access those corners. |
╔═══+ | ╔═══+ | ||
− | + | ║'''X'''+++ | |
║+++║ | ║+++║ | ||
║+++║ | ║+++║ | ||
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And finish the walls on this level. From here you can go up and repeat the pattern again as high as you want. | And finish the walls on this level. From here you can go up and repeat the pattern again as high as you want. | ||
− | + | ╔═══╗ | |
− | + | ║'''X'''++║ | |
− | + | ║+++║ | |
− | + | ║+++║ | |
− | + | ╚═══╝ | |
− | + | ====Corners Last?==== | |
If you don't mind your tower not being square, you can seal the corners from the inside. This takes up some space inside the tower. The corners have to be built from the inside. Even on ground level, your masons will always end up on the inside. (The stairs must be shifted from the corner for this design.) | If you don't mind your tower not being square, you can seal the corners from the inside. This takes up some space inside the tower. The corners have to be built from the inside. Even on ground level, your masons will always end up on the inside. (The stairs must be shifted from the corner for this design.) | ||
+═══+ +╔═╗+ | +═══+ +╔═╗+ | ||
− | ║+X+║ | + | ║+'''X'''+║ ╔╝'''X'''╚╗ |
║+++║ -> ║+++║ | ║+++║ -> ║+++║ | ||
║+++║ ╚╗+╔╝ | ║+++║ ╚╗+╔╝ | ||
− | +═══+ +╚═╝+ | + | +═══+ +╚═╝+ |
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====Adding fortifications==== | ====Adding fortifications==== | ||
− | If you want an open | + | If you want an open floor, where [[marksdwarf]]s or [[siege engine]]s can fire out, you want some [[fortification]]s instead of walls. Along the edges this is easy, but fortifications cannot be walked on, and a mason can't build them from a diagonal tile, so we're back to "build the corners first!" |
− | + | ╬╬╬╬╬ | |
− | + | ╬X++╬ | |
− | + | ╬+++╬ | |
− | + | ╬++++ <- this fortification ''last''! | |
− | + | ╬╬╬╬+ | |
− | Don't worry about | + | Don't worry about there being no walls - the entire next floor and everything above can be connected to one tile of staircase, no problem. |
− | On our 3x3 tower, fortifications would | + | On our 3x3 tower, fortifications would have to hang over the edge - which is fine structurally, so long as they're connected to ''something'' before we're done. But our masons can't walk on fortifications, so those corners present an access problem... |
− | + | •╬╬╬• | |
+++ ╬+++╬ | +++ ╬+++╬ | ||
+X+ -> ╬+X+╬ | +X+ -> ╬+X+╬ | ||
+++ ╬+++• | +++ ╬+++• | ||
− | + | •╬╬•'''?''' <- ''no access to corners'' | |
− | The solution is to build a temporary floor | + | The solution is to build a temporary floor off the tower side, to give your masons access to those corner fortifications. Once built, then connect those to other fortifications (they have to be connected!), ''then'' you can safely deconstruct the floors and replace them with the final fortifications. |
− | + | + | + ╬+ ╬╬ ╬ ╬╬ ╬╬╬╬╬ |
− | +++ +++ | + | +++ ++++ ╬++++ ╬+++ ╬+++╬ |
+X+ -> +X+ -> +X+ -> +X+ -> ╬+X+╬ | +X+ -> +X+ -> +X+ -> +X+ -> ╬+X+╬ | ||
+++ +++++ +++++ +++ ╬+++╬ | +++ +++++ +++++ +++ ╬+++╬ | ||
− | + | ╬ ╬ ╬╬ ╬╬ ╬╬ ╬╬ ╬╬╬╬╬ | |
− | The stones that the temporary floors had been built with will fall to the tile below them - this is not a "collapse". | + | The stones that the temporary floors had been built with will fall to the tile below them - this is not a "collapse". |
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===Scaffolding=== | ===Scaffolding=== | ||
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You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress. | You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress. | ||
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===Sloped Roofs=== | ===Sloped Roofs=== | ||
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat. | Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat. | ||
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==Viewing== | ==Viewing== | ||
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Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them. | Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them. | ||
− | A row of single ramps will not join together, instead they will show up as a row of square pyramids | + | A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids. |
− | ====Cathedral to the Blood God | + | ==Examples== |
+ | |||
+ | ===Cathedral to the Blood God=== | ||
[[Image:Cathedral-Cutaway.jpg]] | [[Image:Cathedral-Cutaway.jpg]] | ||
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[[Image:Cathedral.jpg]] | [[Image:Cathedral.jpg]] | ||
− | ===[http://www. | + | ===Hippie Exterminator=== |
+ | You gotta water those trees man, and let the treehuggers that care so much for them take share in this watery gift! | ||
+ | Basically, construct a megalong wall all the way around an elf-village, then use flooring to put a lid on the entire village. Hook up some pumps from the local river to fill this box with water. This will kill all of the elves enclosed inside, and your fps in the process. Totally pointless and timeconsuming, thus making it a worthy megaconstruction. | ||
+ | Example fortress: [http://www.mkv25.net/dfma/map-5899-fleshgatesofdrowning Fleshgates of Drowning] | ||
− | + | ===Dwarven Arcology=== | |
− | + | This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially it's building your entire fortress above ground in ONE structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuge dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal...in short, a perfect megaconstruction. | |
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− | + | [[Category:Constructions]] | |
− |