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Difference between revisions of "v0.31:Room"
(→Increasing room value: using artifacts isn't really abuse, is it? This is nearly the only use for most of them.) |
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{{quality|Exceptional|05:28, 2 May 2011 (UTC)}}{{av}} | {{quality|Exceptional|05:28, 2 May 2011 (UTC)}}{{av}} | ||
− | A functional '''room''' is a | + | A functional '''room''' is a [[zone]] extending out from a piece of [[furniture]] that defines the room, created when the room is ''defined from'' that piece of furniture. A room, as the game understands it, is not defined by [[wall]]s and [[door]]s. A chamber with a [[bed]] in it, for example, is not yet a [[bedroom]]; you have to select the [[bed]] and ''define'' a bedroom from it in order for it to be a room. |
− | Everything covered by that zone is considered part of the room, and will contribute to both the room's | + | Everything covered by that zone is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value. |
== Creating == | == Creating == | ||
− | To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a | + | To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. |
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. | If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. | ||
− | In general, you only need to define a room from ''one'' object in the room. For instance, a communal | + | In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space. |
Rooms can not span z-levels; when you define a room it can only be on a single level. | Rooms can not span z-levels; when you define a room it can only be on a single level. | ||
== Assigning == | == Assigning == | ||
− | Rooms can also be assigned to specific | + | Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts (which it never will currently), dwarves will have to pay rent for their bedrooms. Note that it is not necessary for you to assign dwarves manually; as long as it is designated as a room, a sleepy dwarf will claim it automatically. |
== Quality == | == Quality == | ||
− | Most dwarves don't have high expectations when it comes to rooms. A communal | + | Most dwarves don't have high expectations when it comes to rooms. A communal [[dining room]] and a communal [[dormitory]] is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s. |
− | + | [[Nobles]], on the other hand, require rooms of a minimal quality, containing a minimum number of [[Furniture]]. Not meeting their demands will make them [[thoughts|unhappy]], and also make them not function at their full capacity. | |
Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in room. If the floor area of two rooms overlap it decreases the value of each room, but a wall can be part of multiple rooms without causing a decrease in value. | Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in room. If the floor area of two rooms overlap it decreases the value of each room, but a wall can be part of multiple rooms without causing a decrease in value. | ||
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== Increasing room value == | == Increasing room value == | ||
− | Making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable | + | Making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable [[stone]] like [[limestone]] or [[obsidian]] (to make a ''really'' valuable room, put it in a mined out [[magnetite]] cluster) or keep eye on [[gem]] clusters. Once a room has been mined out, its value can be increased by [[smoothing]] and [[engraving]] the floor and walls. |
− | Afterwards, placing valuable furniture (Preferably | + | Afterwards, placing valuable furniture (Preferably [[encrust]]ed with gems or [[artifact]] quality) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value: |
{| border="1" style="text-align:center" | {| border="1" style="text-align:center" | ||
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|- | |- | ||
| Weapon | | Weapon | ||
− | | | + | | [[Trap#Weapon Trap|Weapon Trap]] |
|- | |- | ||
| Barrel | | Barrel | ||
− | | | + | | [[Dyer's shop]], [[Ashery]] |
|- | |- | ||
| Bucket | | Bucket | ||
− | | | + | | [[Dyer's shop]], [[Ashery]], [[Well]]* |
|- | |- | ||
| Mechanism | | Mechanism | ||
− | | | + | | [[Lever]], [[Gear assembly]], [[Trap]], [[Well]]* |
|- | |- | ||
| Chain | | Chain | ||
− | | | + | | [[Restraint]], [[Well]]* |
|- | |- | ||
| Anvil | | Anvil | ||
− | | | + | | [[Forge]] |
|} | |} | ||
:''* - gains additional quality from skilled architecture and construction'' | :''* - gains additional quality from skilled architecture and construction'' | ||
− | + | [[Trap#Weapon Trap|weapon trap]]s are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, all of which can be encrusted with gems. | |
− | Also, | + | Also, [[Lever]]s have the special property that they can be used to stack an infinite number of [[mechanism]]s, all of which count towards room value, in one tile. To add mechanisms simply link the [[lever]] to a deconstructible building such as a [[cage]] and pull the lever — one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level. |
{{Buildings}} | {{Buildings}} |
Latest revision as of 20:57, 3 January 2012
This article is about an older version of DF. |
A functional room is a zone extending out from a piece of furniture that defines the room, created when the room is defined from that piece of furniture. A room, as the game understands it, is not defined by walls and doors. A chamber with a bed in it, for example, is not yet a bedroom; you have to select the bed and define a bedroom from it in order for it to be a room.
Everything covered by that zone is considered part of the room, and will contribute to both the room's value and its effectiveness. This zone does not need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.
Creating[edit]
To create a room, you must first have built something capable of supporting a room from the build menu, such as a table or bed. Then you must select the completed item in question with the q command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external doors. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's q menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.
In general, you only need to define a room from one object in the room. For instance, a communal dining room is defined from one table -- just give the room a large enough radius to cover the whole space.
Rooms can not span z-levels; when you define a room it can only be on a single level.
Assigning[edit]
Rooms can also be assigned to specific dwarves (to satisfy a noble's requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the economy starts (which it never will currently), dwarves will have to pay rent for their bedrooms. Note that it is not necessary for you to assign dwarves manually; as long as it is designated as a room, a sleepy dwarf will claim it automatically.
Quality[edit]
Most dwarves don't have high expectations when it comes to rooms. A communal dining room and a communal dormitory is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy thoughts, helping to avoid tantrums.
Nobles, on the other hand, require rooms of a minimal quality, containing a minimum number of Furniture. Not meeting their demands will make them unhappy, and also make them not function at their full capacity.
Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in room. If the floor area of two rooms overlap it decreases the value of each room, but a wall can be part of multiple rooms without causing a decrease in value.
Room quality levels can be viewed through the View Rooms/Buildings (R) command.
Bedroom name | Dining room name | Office Name | Grave Name | Numeric Value |
---|---|---|---|---|
Meager Quarters | Meager Dining Room | Meager Office | Grave | 1 |
Modest Quarters | Modest Dining Room | Modest Office | Servant's Burial Chamber | 100 |
Quarters | Dining Room | Office | Burial Chamber | 250 |
Decent Quarters | Decent Dining Room | Decent Office | Tomb | 500 |
Fine Quarters | Fine Dining Room | Splendid Office | Fine Tomb | 1000 |
Great Bedroom | Great Dining Room | Throne Room | Mausoleum | 1500 |
Grand Bedroom | Grand Dining Room | Opulent Throne Room | Grand Mausoleum | 2500 |
Royal Bedroom | Royal Dining Room | Royal Throne Room | Royal Mausoleum | 10000 |
Increasing room value[edit]
Making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable stone like limestone or obsidian (to make a really valuable room, put it in a mined out magnetite cluster) or keep eye on gem clusters. Once a room has been mined out, its value can be increased by smoothing and engraving the floor and walls.
Afterwards, placing valuable furniture (Preferably encrusted with gems or artifact quality) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value:
Type | Building |
---|---|
Weapon | Weapon Trap |
Barrel | Dyer's shop, Ashery |
Bucket | Dyer's shop, Ashery, Well* |
Mechanism | Lever, Gear assembly, Trap, Well* |
Chain | Restraint, Well* |
Anvil | Forge |
- * - gains additional quality from skilled architecture and construction
weapon traps are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, all of which can be encrusted with gems.
Also, Levers have the special property that they can be used to stack an infinite number of mechanisms, all of which count towards room value, in one tile. To add mechanisms simply link the lever to a deconstructible building such as a cage and pull the lever — one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level.
Rooms |
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • 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 | |
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