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Difference between revisions of "Construction"

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{{Quality|Superior|21:48, 28 August 2014 (UTC)}}
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{{Quality|Superior}}
 
{{av}}
 
{{av}}
 
{{Further information|Mega construction}}
 
{{Further information|Mega construction}}
 
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[[File:construction_preview_anim.gif|thumb|198px|right|A dwarf constructing a [[still]].]]'''Constructions''' are buildings such as [[floor]]s, [[wall]]s, and [[stairs]]. They can be made of [[boulder]]s, [[log]]s, [[block]]s, and [[bar]]s of any solid material—including [[wood]], [[stone]], [[metal]], [[glass]], [[clay]], and even [[soap]]—and are accessible in the {{k|b}}uild-{{k|C}}onstruction menu. One exception is the [[Minecart|track stop]], found in the construction submenu even though it is a regular [[building]].
'''Constructions''' are buildings such as [[floor]]s, [[wall]]s, and [[stairs]]. They can be made of [[boulder]]s, [[log]]s, [[block]]s, and [[bar]]s of any solid material—including [[wood]], [[stone]], [[metal]], [[glass]], [[clay]], and even [[soap]]—and are accessible in the {{k|b}}uild-{{k|C}}onstruction menu. One exception is the [[Minecart|track stop]], found in the construction submenu even though it is a regular [[building]].
 
  
 
Unlike most objects accessed from the {{k|b}}uild menu, constructions are treated as inert terrain features when completed, with a few limitations as described below.  Additionally, constructions can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow [[removal]], suspension, and an idea of the current status before the construction is complete.
 
Unlike most objects accessed from the {{k|b}}uild menu, constructions are treated as inert terrain features when completed, with a few limitations as described below.  Additionally, constructions can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow [[removal]], suspension, and an idea of the current status before the construction is complete.
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In order to make a construction, a dwarf must have the "Wall/Floor Construction" [[labor]] enabled, found under the "Other Jobs" heading.
 
In order to make a construction, a dwarf must have the "Wall/Floor Construction" [[labor]] enabled, found under the "Other Jobs" heading.
  
The [[construction removal]] labor is required for removing constructions.
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The [[mining]] labor is required for removing constructions, regardless of the material the construction is made from.
 
 
No experience is granted when building or removing constructions.
 
  
 
== Constructions and mines ==
 
== Constructions and mines ==
  
Constructions are similar to [[Mining|mined out formations]]. However, unlike the [[wall]]s and [[floor]]s surrounding [[Mining|mined]] or [[channel]]ed spaces, constructed features cannot be smoothed, engraved, or carved into minecart tracks. In order to construct [[smoothing|smooth]] stone [[wall]]s and [[floor]]s, [[block]]s need to be used in place of raw [[stone]]. [[Wood]], [[metal]], and [[glass]] constructions are not considered either rough or smooth, but in the case of wood, building with [[block]]s will increase room value - [[metal]] [[bar]]s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.
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Constructions are similar to [[Mining|mined out formations]]. However, unlike the [[wall]]s and [[floor]]s surrounding [[Mining|mined]] or [[channel]]ed spaces, constructed features cannot be smoothed, or carved into minecart tracks unless blocks are used, though they can be engraved. In order to construct [[smoothing|smooth]] stone [[wall]]s and [[floor]]s, [[block]]s need to be used in place of raw [[stone]]; smooth constructions can be engraved as normal. [[Wood]], [[metal]], and [[glass]] constructions are not considered either rough or smooth, but in the case of wood, building with [[block]]s will increase room value - [[metal]] [[bar]]s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.
  
 
== Order of construction ==
 
== Order of construction ==
  
Constructions are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished.  
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Constructions, when equidistant to dwarf{{Verify}}, are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished.
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The sole exception to LIFO is if you place a single multi-tile order (by using the {{k|u}}/{{k|k}} keys, to expand the footprint of the construction), as in the case of a long bridge or walkway over a gap or river. Then, that will be built logically, from connected locations out, but it, as a single "order", will be addressed in sequence according to the rules of LIFO.
  
 
Respecting the LIFO order is also necessary to efficiently and correctly construct [[Tower (project)|multi-z-level walls]].
 
Respecting the LIFO order is also necessary to efficiently and correctly construct [[Tower (project)|multi-z-level walls]].
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==Destruction==
 
==Destruction==
 
Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are completed, they become map tiles, which are effectively indestructible. Constructions are generally inert, resisting [[building destroyer]]s, but will be destroyed if [[magma]] and [[water]] can interact in the square of the construction to form [[obsidian]], or in a [[cave-in]].  Building and removing a construction can change the floor it is built upon to a default value, removing things like [[engraving]]s and the "magma flow" floor above [[semi-molten rock]].
 
Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are completed, they become map tiles, which are effectively indestructible. Constructions are generally inert, resisting [[building destroyer]]s, but will be destroyed if [[magma]] and [[water]] can interact in the square of the construction to form [[obsidian]], or in a [[cave-in]].  Building and removing a construction can change the floor it is built upon to a default value, removing things like [[engraving]]s and the "magma flow" floor above [[semi-molten rock]].
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==Impact on framerate==
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Constructions introduce slowdowns from two angles:
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# It has to keep track of the original item (though there is a DFHack plugin which will delete the item and flag the construction as "recreate the item from scratch when you deconstruct it"), which means that general item lookups take slightly longer (it's done via binary search, so you'd only notice significant slowdowns each time the item count in your fortress doubles).
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# It has to keep track of what the construction is made of, using a separate structure that needs to be looked up for each constructed tile that is visible on the screen. These also use binary searches, though with three values (X+Y+Z coordinates) instead of just one so they're a little bit slower. Typically, you only get noticeable slowdowns when you're building something on the scale of [http://www.bay12forums.com/smf/index.php?topic=43679.0 FlareChannel].
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{{Category|Constructions| }}
 
{{Category|Constructions| }}
 
[[ru:Construction]]
 
[[ru:Construction]]

Latest revision as of 21:23, 16 March 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Further information: Mega construction
A dwarf constructing a still.

Constructions are buildings such as floors, walls, and stairs. They can be made of boulders, logs, blocks, and bars of any solid material—including wood, stone, metal, glass, clay, and even soap—and are accessible in the build-Construction menu. One exception is the track stop, found in the construction submenu even though it is a regular building.

Unlike most objects accessed from the build menu, constructions are treated as inert terrain features when completed, with a few limitations as described below. Additionally, constructions can only be interacted with by look-ing at them or by pressing d-n to designate their removal. Using the query or task selection will give no information after the construction is completed, but will allow removal, suspension, and an idea of the current status before the construction is complete.

Required labors[edit]

In order to make a construction, a dwarf must have the "Wall/Floor Construction" labor enabled, found under the "Other Jobs" heading.

The mining labor is required for removing constructions, regardless of the material the construction is made from.

Constructions and mines[edit]

Constructions are similar to mined out formations. However, unlike the walls and floors surrounding mined or channeled spaces, constructed features cannot be smoothed, or carved into minecart tracks unless blocks are used, though they can be engraved. In order to construct smooth stone walls and floors, blocks need to be used in place of raw stone; smooth constructions can be engraved as normal. Wood, metal, and glass constructions are not considered either rough or smooth, but in the case of wood, building with blocks will increase room value - metal bars have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can only be used in block form.

Order of construction[edit]

Constructions, when equidistant to dwarf[Verify], are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished.

The sole exception to LIFO is if you place a single multi-tile order (by using the u/k keys, to expand the footprint of the construction), as in the case of a long bridge or walkway over a gap or river. Then, that will be built logically, from connected locations out, but it, as a single "order", will be addressed in sequence according to the rules of LIFO.

Respecting the LIFO order is also necessary to efficiently and correctly construct multi-z-level walls.

Destruction[edit]

Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are completed, they become map tiles, which are effectively indestructible. Constructions are generally inert, resisting building destroyers, but will be destroyed if magma and water can interact in the square of the construction to form obsidian, or in a cave-in. Building and removing a construction can change the floor it is built upon to a default value, removing things like engravings and the "magma flow" floor above semi-molten rock.

Impact on framerate[edit]

Constructions introduce slowdowns from two angles:

  1. It has to keep track of the original item (though there is a DFHack plugin which will delete the item and flag the construction as "recreate the item from scratch when you deconstruct it"), which means that general item lookups take slightly longer (it's done via binary search, so you'd only notice significant slowdowns each time the item count in your fortress doubles).
  2. It has to keep track of what the construction is made of, using a separate structure that needs to be looked up for each constructed tile that is visible on the screen. These also use binary searches, though with three values (X+Y+Z coordinates) instead of just one so they're a little bit slower. Typically, you only get noticeable slowdowns when you're building something on the scale of FlareChannel.