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Difference between revisions of "40d:Floor"
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− | A '''floor''' is a [[map tile]] | + | {{quality|Exceptional|13:16, 3 October 2011 (UTC)}}{{av}} |
− | + | A '''floor''' is a [[map tile]] that creatures can walk on. A floor is formed: | |
− | + | # naturally, as the ground (typically [[grass]] or a type of [[soil]] or [[stone]]), | |
− | + | # by constructing walls (thus creating a floor on the level above), or | |
+ | # by [[Construction|constructing floors]]. | ||
− | Floors can be | + | Floors enclose spaces making the tiles below them [[inside]]. |
+ | |||
+ | == Construction == | ||
+ | Floors may be built using {{k|b}}→{{k|C}}→{{k|f}}, then {{k|u}}, {{k|k}}, {{k|m}} and {{k|h}} to designate a rectangular area. Building the floor requires either the [[Masonry]] skill (for [[stone]] and [[glass]] floors), the [[Carpenter]] skill (for [[wood]] floors), or any of the [[metalsmith]] skills (for [[metal]] floors). | ||
+ | |||
+ | Floors can be constructed on top of existing natural floors; this distinction is subtle but allows for 'paving' (not to be confused with building a [[road]]!). Note that designated constructions, such as stairs dug out of natural soil, can be floored over. Beware the possibility of sealing in your fort when paving your entry hall. | ||
Constructed floors: | Constructed floors: | ||
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* cannot be [[smooth]]ed or [[Engraving|engraved]]. | * cannot be [[smooth]]ed or [[Engraving|engraved]]. | ||
− | + | == Risk of clogging == | |
+ | Natural underground floors can have [[tower-cap]] trees to grow on them if an [[underground river]] has been discovered. This can wreak havoc on reservoirs if a tree grows and blocks a narrow access hall. | ||
− | + | This can be prevented by either constructing floors or building a paved [[road]]. This can be a good use for all that extra stone. | |
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== See Also == | == See Also == | ||
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*[[Digging]] | *[[Digging]] | ||
{{Buildings}} | {{Buildings}} | ||
− | + | {{Category|Constructions}} | |
− | + | {{Category|Map tiles}} |
Latest revision as of 14:56, 8 December 2011
This article is about an older version of DF. |
A floor is a map tile that creatures can walk on. A floor is formed:
- naturally, as the ground (typically grass or a type of soil or stone),
- by constructing walls (thus creating a floor on the level above), or
- by constructing floors.
Floors enclose spaces making the tiles below them inside.
Construction[edit]
Floors may be built using b→C→f, then u, k, m and h to designate a rectangular area. Building the floor requires either the Masonry skill (for stone and glass floors), the Carpenter skill (for wood floors), or any of the metalsmith skills (for metal floors).
Floors can be constructed on top of existing natural floors; this distinction is subtle but allows for 'paving' (not to be confused with building a road!). Note that designated constructions, such as stairs dug out of natural soil, can be floored over. Beware the possibility of sealing in your fort when paving your entry hall.
Constructed floors:
- count as constructions and cannot have walls built upon them.
- can have other types of buildings built upon them, such as workshops.
- can be muddied and subsequently farmed.
- cave-in when unsupported, punching through any floor tile in their way.
- cannot be smoothed or engraved.
Risk of clogging[edit]
Natural underground floors can have tower-cap trees to grow on them if an underground river has been discovered. This can wreak havoc on reservoirs if a tree grows and blocks a narrow access hall.
This can be prevented by either constructing floors or building a paved road. This can be a good use for all that extra stone.
See Also[edit]
Rooms | |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Bucket • Cabinet • Cage • Coffin • Container • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
Other Buildings | |
Related Articles |