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Difference between revisions of "40d Talk:Door"

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m (moved Talk:Broken/40d\x3aDoor to 40d Talk:Door: Fixing talk page name (181/738))
 
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:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)
 
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)
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:: I've found Edwards comment to be untrue in 40d. I can build a 'wall' of doors across a pathway bigger than 2 tiles. Removing the 'supporting' walls that allowed me to place the door in the first place does not deconstruct the door. After the 'supporting' wall is removed, I can still lock/unlock/petlock the door, and I can also connect it to a lever. Removing the walls that the door requires also leave the door standing and operable (I can lock/unlock/connect). --[[User:Sinergistic|Sinergistic]] 23:33, 4 January 2009 (EST)
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:::I'm fairly sure that wagons don't like doors or floodgates and won't try to pass through them, even if there's ostensibly enough space to do so. Will have a check at some point.--[[User:Quil|Quil]] 08:25, 5 January 2009 (EST)
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::::They're fine with opened floodgates. I think they're still incompatible with doors however, and rightly so.
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I've just tried removing walls from around a bunch of doors in 40d11, and it seem the door will be deconstructed if the wall was natural rock, but will be left standing and functioning if a constructed wall has been removed.--[[User:Ar-Pharazon|Ar-Pharazon]] 21:26, 9 August 2009 (UTC)
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:If you try to build a door w/out a wall, you get that as an errour message ("Needs adjacent wall"), regardless if another door is there or not.  Doors should ''need'' to be connected to a wall (another reason they're no good for wagons - need 3-wide); if the only wall is removed (natural or constructed), the door should fall over.  However, I just duplicated Ar-P's feat - a door built against a constructed wall, then deconstruct the wall, and the door stood - however, only it was still diagonally connected to a natural wall, not "free standing" - when that natural wall was removed, it toppled.
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:But then I duplicated Siner's feat - I constructed a wall in the middle of a 3-wide corridor, and built a door between two others, then removed the constructed, center wall - it remained standing! Seems like a verified exploit, article should need to be changed?--[[User:Albedo|Albedo]] 22:50, 9 August 2009 (UTC)
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::I assumed everyone knew about this, I use it all the time to create wider openings.  It should be noted that caravans *cannot* go through these 3-wide doors, which is really unfortunate.  I attach the doors to levers if I need them for caravan access. --Gotthard 14:54, 10 August 2009 (UTC)
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I attach the doors to levers if I need them for caravan access.
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Are you saying that while a simple placed door blocks a wagon (confirmed), a door on a link "disappears" when open and doesn't? <sup>(Need to verify?)</sup>--[[User:Albedo|Albedo]] 17:40, 10 August 2009 (UTC)
  
 
== Dwarfs having happier thoughts about their own doors. ==
 
== Dwarfs having happier thoughts about their own doors. ==
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I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.
 
I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.
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Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade.
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--[[User:Umiman|Umiman]]
  
 
== Bursting under water Pressure? ==
 
== Bursting under water Pressure? ==
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In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]</small>
 
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]</small>
 
:Please sign your edits using <tt><nowiki>--~~~~</nowiki></tt>. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)
 
:Please sign your edits using <tt><nowiki>--~~~~</nowiki></tt>. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)
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::I had a problem like this -- make sure you turn off 'pet passable' or else you will find that puppies have a tendency/perverse desire to flood your sweet-pod gardens. [[User:Ninjaneer|Ninjaneer]] 17:36, 13 January 2010 (UTC)
  
 
== lever-linked doors and lockpickers ==
 
== lever-linked doors and lockpickers ==
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I had a setup like this
 
I had a setup like this
XXX
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{{qd|cols=3
XDX
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|X|D|X
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X= wall
 
X= wall
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the door kept getting canceled because they couldn't reach it apparently  
 
the door kept getting canceled because they couldn't reach it apparently  
 
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)
 
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)
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:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)
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:There's probably some stone or garbage in the way, which dwarves will only shove aside into empty squares, of which there are zero available considering the farmer's workshop as occupied squares.  Even if you cancelled the workshop, they can't shove stuff diagonally either.  Dump the trash manually(mark it for dumping and wait) and you'll probably be able to build it. --[[User:Corona688|Corona688]] 14:28, 5 January 2009 (EST)
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== Huh? ==
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has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)
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:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)
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:: i want to see you setting granite to non-economical use ;) --[[User:Höhlenschreck|Höhlenschreck]] 00:18, 30 May 2009 (UTC)
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:::Several of the re-packaged DF downloads have every stone listed under the z-stone menu, not just true "economical" stone. The Mayday package is the most notorious for both popularity and unexpected non-vanilla changes.  You think you're just getting spiffy graphics, but you're getting a subtly different GUI as well.--[[User:Albedo|Albedo]] 01:08, 30 May 2009 (UTC)
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::::Yes..but we ignore mods on this wiki, right? Besides mayday doesn't come with this (any more?). And of course i was playing at that ;) Modusers who are sorta not aware that they are using a mod.. --[[User:Höhlenschreck|Höhlenschreck]] 03:05, 30 May 2009 (UTC)
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== Melty mechanisms? ==
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Will mechanisms in a metal door melt when magma passes through the door? --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)
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:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)
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::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)
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:::Merchants can only offer items that are available to them.  If your civilization's home has access to bauxite, it should be available to the merchants and thence to you.  If your civilization is in a purely igneous area, you'll be out of luck.  This applies to more than just bauxite, of course.  For example, if they have [[gabbro]] under them, they'll probably be able to offer you [[garnierite]] ([[nickel]] ore), [[kimberlite]] and [[diamond]]s.
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:::When you're choosing your fortress's location, you can see what civilization you'll belong to (you'll often have a choice of several).  You can then use the site chooser to look at your potential clans' lands and what stones they'll be able to bring.    --[[User:Oddrune|Oddrune]] 17:48, 28 February 2009 (EST)
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== Rooms not including door? ==
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Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to.  Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room.  More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless.  Anyone else having this problem, or have a fix for it?  --[[User:Eddie|Eddie]] 04:46, 21 October 2008 (EDT)
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:This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to {{k|q}}uery the door and set it to "Internal." However, this will cause the room size adjustments to ignore the door completely. --[[User:RomeoFalling|RomeoFalling]] 05:48, 21 October 2008 (EDT)
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::But why shouldn't it be treated the same as the walls? [[User:Random832|Random832]] 12:13, 21 October 2008 (EDT)
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:::It seems to be doing so, some times.  I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values.  Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not.  In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed.  Quick sketch of it:
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:::Dining Hall  [door 1]  Office  [door 2]  Bedroom
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:::Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region.  --[[User:Eddie|Eddie]] 13:18, 21 October 2008 (EDT)
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::::I'm using something like the "Living Pods" [[Bedroom Design]] and the doors aren't counted in the bedrooms, either. --[[User:Sev|Sev]] 17:51, 29 October 2008 (EDT)
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Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)
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== Decorations ==
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It seems that doors cant be decorated by anything, I have decorators working with bone, shell and jewels fulltime, but I have yet to see a door being decorated. Is it just a coincidence? [[User:Mizipzor|Mizipzor]] 01:17, 21 April 2009 (UTC)
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== Glass, metal, maybe wood? ==
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Do the colors of these change depending on the type of material used? I assume they do, but don't want to specifically state unless certain. And of course, with wood, are there different wood colors? I don't think there are, but maybe some undead wood or something. [[User:Shardok|Shardok]] 19:36, 10 August 2009 (UTC)
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:I'm certain with wooden doors the colour is always brown.--[[User:Richards|Richards]] 20:48, 10 August 2009 (UTC)
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::Wood = Brown, confirmed. Not sure what you have in mind, but you don't want to start trying to list all the colors of all materials, at least not here under [[doors]].  Colors for different [[stone]]s are listed there, and so on.--[[User:Albedo|Albedo]] 21:21, 10 August 2009 (UTC)
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::: I don't plan on listing all the different colors. I plan on stating that the type of material used will affect the color of the door, a bit more clearly, to make sure it's known to them that glass and metal doors will change color depending on the material used. Right now it doesn't state that too clearly.[[User:Shardok|Shardok]] 21:40, 10 August 2009 (UTC)
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== Door-Wagon claims ==
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I dont know what you did, but an inacessible site is inacessible. The wagons will not enter the map if you have placed (3 or any) doors in the path to your depot, making it smaller than 3 wide. Linking is irrelevant. This already is most obvious from the 'D' display. --[[User:Koltom|Koltom]] 19:45, 12 August 2009 (UTC)
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== Adventure Mode ==
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So, in Adventure Mode, if you try to move into a square with a locked door, it will give you the option to pick it or bash it down - is there any way to prevent this at all? I mean, it'd make fortress exploration a lil' less interesting if you can't temporarily restrict access. Does anyone know if you can pick/bash down floodgates as well? [[User:Frogwarrior|Frogwarrior]] 05:14, 25 August 2009 (UTC)
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== Door Taken by Invaders? ==
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I have a door that some ambushing goblins got past; it now says: "DOOR TAKEN BY INVADERS" Retake door to forbid it. I'm not sure how to retake it - I'm going to position a dwarf on it. --[[User:Bombcar|Bombcar]] 07:00, 2 December 2009 (UTC)
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:That's exactly how you retake it - you have one of your own dwarves open and close the door. --[[User:Quietust|Quietust]] 15:55, 2 December 2009 (UTC)
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::I had a military dwarf run through it, and it was able to be controlled. I still had to unbuild and build it again so the items holding it open would be moved. --[[User:Bombcar|Bombcar]] 04:23, 3 December 2009 (UTC)

Latest revision as of 21:44, 8 March 2010

General Discussion[edit]

The only change I've noticed with doors so far is the placement: Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --User:BehroozWolf

Doors seem to leak water very slowly for me - anyone else notice this? --User:Valdemar

I've never observed doors leaking unless someone walks through them.
Please sign your comments, guys! Four tildes (~~~~) will insert your username and the current date. --JT 21:49, 31 October 2007 (EDT)

I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. Jp 01:35, 5 November 2007 (EST)

The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? Patarak 21:03, 23 January 2008 (EST)

The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--Dorten 23:24, 23 January 2008 (EST)
Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) VengefulDonut 23:27, 23 January 2008 (EST)


"Creatures that can open doors cannot open forbidden doors" ...unless they are lockpickers. --Edward 00:47, 24 January 2008 (EST)
LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.

I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --Erom 13:57, 10 February 2008 (EST)

I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.

--Erom 13:58, 23 February 2008 (EST)

So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --Gh3yz0r 11:13, 17 February 2008 (EST)

I doubt it, I'm almost certain "locked" doubles as both; "tightly closed" just forbids animals. Kefkakrazy 01:51, 1 May 2008 (EDT)
I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. Here's a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in Talk:Maximizing_framerate to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --Edward 06:23, 1 May 2008 (EDT)
Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path. So its not just a 'pets' problem. --Squirrelloid 11:45, 1 May 2008 (EDT)


Doors for wagons?[edit]

When I move my trade depot inside, how should I allow wagons in? Do I need 3 doors next to each other? Shoez 15:57, 5 April 2008 (EDT)

I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --Koltom 21:15, 5 April 2008 (EDT)
Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel (D), much like stairs. So on all accounts, doors are not an option. --Edward 21:08, 6 April 2008 (EDT)
Hint - blast doors. Ie, 3 floodgates connected to the same lever. You can keep them raised most of the time, and lower them as needed. --Squirrelloid 11:45, 1 May 2008 (EDT)
I've found Edwards comment to be untrue in 40d. I can build a 'wall' of doors across a pathway bigger than 2 tiles. Removing the 'supporting' walls that allowed me to place the door in the first place does not deconstruct the door. After the 'supporting' wall is removed, I can still lock/unlock/petlock the door, and I can also connect it to a lever. Removing the walls that the door requires also leave the door standing and operable (I can lock/unlock/connect). --Sinergistic 23:33, 4 January 2009 (EST)
I'm fairly sure that wagons don't like doors or floodgates and won't try to pass through them, even if there's ostensibly enough space to do so. Will have a check at some point.--Quil 08:25, 5 January 2009 (EST)
They're fine with opened floodgates. I think they're still incompatible with doors however, and rightly so.

I've just tried removing walls from around a bunch of doors in 40d11, and it seem the door will be deconstructed if the wall was natural rock, but will be left standing and functioning if a constructed wall has been removed.--Ar-Pharazon 21:26, 9 August 2009 (UTC)

If you try to build a door w/out a wall, you get that as an errour message ("Needs adjacent wall"), regardless if another door is there or not. Doors should need to be connected to a wall (another reason they're no good for wagons - need 3-wide); if the only wall is removed (natural or constructed), the door should fall over. However, I just duplicated Ar-P's feat - a door built against a constructed wall, then deconstruct the wall, and the door stood - however, only it was still diagonally connected to a natural wall, not "free standing" - when that natural wall was removed, it toppled.
But then I duplicated Siner's feat - I constructed a wall in the middle of a 3-wide corridor, and built a door between two others, then removed the constructed, center wall - it remained standing! Seems like a verified exploit, article should need to be changed?--Albedo 22:50, 9 August 2009 (UTC)
I assumed everyone knew about this, I use it all the time to create wider openings. It should be noted that caravans *cannot* go through these 3-wide doors, which is really unfortunate. I attach the doors to levers if I need them for caravan access. --Gotthard 14:54, 10 August 2009 (UTC)
I attach the doors to levers if I need them for caravan access.

Are you saying that while a simple placed door blocks a wagon (confirmed), a door on a link "disappears" when open and doesn't? (Need to verify?)--Albedo 17:40, 10 August 2009 (UTC)

Dwarfs having happier thoughts about their own doors.[edit]

Does someone know if this is true or not?--Richards 02:35, 21 April 2008 (EDT)

It says something akin to "(Dwarf) has admired own fine door lately." Most "Own (item)" messages are happier than just "a(n) (item)". I'd say it's reasonable to assume, though I haven't done any research here. Not sure how one would.--Dadamh 08:34, 30 May 2008 (EDT)

Door Strength[edit]

Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. Kefkakrazy 01:51, 1 May 2008 (EDT)


Um, under 38c, I just had my door destroyed by a troll. This should probably be noted in the article. If nothing's posted in the next couple days, I'll change it myself, I guess. --Jhoosier

It already is
Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges
Anydwarf 13:52, 17 May 2008 (EDT)

Sorry, I should have mentioned that it was an iron door. That's what I was getting at. Here's a screenshot of it: [1] (On a side note, how the heck do I embed this? Couldn't get it to do so. Ah well, it's linked to now. Jhoosier 21:04, 17 May 2008 (EDT)

Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.
In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like "trolls and some other creatures can destroy doors" Anydwarf 00:46, 18 May 2008 (EDT)

I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door. I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.


Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade. --Umiman

Bursting under water Pressure?[edit]

In my fort I have a door working as a flood gate that is under a fair amount of pressure. I've noticed it opening seemingly at random and was wondering whether there's a connection. It is attached to a lever and I seem to need to double pull the lever to get it to close. Anyone else notice this? unsigned comment by Darthfrodo

Please sign your edits using --~~~~. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --GreyMario 23:07, 8 May 2008 (EDT)


I had a problem like this -- make sure you turn off 'pet passable' or else you will find that puppies have a tendency/perverse desire to flood your sweet-pod gardens. Ninjaneer 17:36, 13 January 2010 (UTC)

lever-linked doors and lockpickers[edit]

If a door is linked to a lever, can a lock picking enemy open it? --Strangething 23:40, 18 July 2008 (EDT)

Doors unable to be constructed from a diagonal.[edit]

I had a setup like this Template:Qd

X= wall D=door waiting to be built f=farmer's workshop waiting to be built F=farmer's workshop waiting to be built

the door kept getting canceled because they couldn't reach it apparently --winn 12:28, 24 July 2008 (EDT)

Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) HeWhoIsPale 08:39, 21 October 2008 (EDT)
There's probably some stone or garbage in the way, which dwarves will only shove aside into empty squares, of which there are zero available considering the farmer's workshop as occupied squares. Even if you cancelled the workshop, they can't shove stuff diagonally either. Dump the trash manually(mark it for dumping and wait) and you'll probably be able to build it. --Corona688 14:28, 5 January 2009 (EST)

Huh?[edit]

has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)Destor 19:53, 17 September 2008 (EDT)

If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --GreyMaria 22:47, 27 September 2008 (EDT)
i want to see you setting granite to non-economical use ;) --Höhlenschreck 00:18, 30 May 2009 (UTC)
Several of the re-packaged DF downloads have every stone listed under the z-stone menu, not just true "economical" stone. The Mayday package is the most notorious for both popularity and unexpected non-vanilla changes. You think you're just getting spiffy graphics, but you're getting a subtly different GUI as well.--Albedo 01:08, 30 May 2009 (UTC)
Yes..but we ignore mods on this wiki, right? Besides mayday doesn't come with this (any more?). And of course i was playing at that ;) Modusers who are sorta not aware that they are using a mod.. --Höhlenschreck 03:05, 30 May 2009 (UTC)

Melty mechanisms?[edit]

Will mechanisms in a metal door melt when magma passes through the door? --GreyMaria 22:47, 27 September 2008 (EDT)

If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.GarrieIrons 00:04, 28 September 2008 (EDT)
As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --Dakira 22:56, 16 NOV 2008 (PST)
Merchants can only offer items that are available to them. If your civilization's home has access to bauxite, it should be available to the merchants and thence to you. If your civilization is in a purely igneous area, you'll be out of luck. This applies to more than just bauxite, of course. For example, if they have gabbro under them, they'll probably be able to offer you garnierite (nickel ore), kimberlite and diamonds.
When you're choosing your fortress's location, you can see what civilization you'll belong to (you'll often have a choice of several). You can then use the site chooser to look at your potential clans' lands and what stones they'll be able to bring. --Oddrune 17:48, 28 February 2009 (EST)

Rooms not including door?[edit]

Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to. Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room. More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless. Anyone else having this problem, or have a fix for it? --Eddie 04:46, 21 October 2008 (EDT)

This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to query the door and set it to "Internal." However, this will cause the room size adjustments to ignore the door completely. --RomeoFalling 05:48, 21 October 2008 (EDT)
But why shouldn't it be treated the same as the walls? Random832 12:13, 21 October 2008 (EDT)
It seems to be doing so, some times. I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values. Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not. In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed. Quick sketch of it:
Dining Hall [door 1] Office [door 2] Bedroom
Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region. --Eddie 13:18, 21 October 2008 (EDT)
I'm using something like the "Living Pods" Bedroom Design and the doors aren't counted in the bedrooms, either. --Sev 17:51, 29 October 2008 (EDT)

Could it matter what side it was installed from? Random832 22:20, 21 October 2008 (EDT)

Decorations[edit]

It seems that doors cant be decorated by anything, I have decorators working with bone, shell and jewels fulltime, but I have yet to see a door being decorated. Is it just a coincidence? Mizipzor 01:17, 21 April 2009 (UTC)

Glass, metal, maybe wood?[edit]

Do the colors of these change depending on the type of material used? I assume they do, but don't want to specifically state unless certain. And of course, with wood, are there different wood colors? I don't think there are, but maybe some undead wood or something. Shardok 19:36, 10 August 2009 (UTC)

I'm certain with wooden doors the colour is always brown.--Richards 20:48, 10 August 2009 (UTC)
Wood = Brown, confirmed. Not sure what you have in mind, but you don't want to start trying to list all the colors of all materials, at least not here under doors. Colors for different stones are listed there, and so on.--Albedo 21:21, 10 August 2009 (UTC)
I don't plan on listing all the different colors. I plan on stating that the type of material used will affect the color of the door, a bit more clearly, to make sure it's known to them that glass and metal doors will change color depending on the material used. Right now it doesn't state that too clearly.Shardok 21:40, 10 August 2009 (UTC)

Door-Wagon claims[edit]

I dont know what you did, but an inacessible site is inacessible. The wagons will not enter the map if you have placed (3 or any) doors in the path to your depot, making it smaller than 3 wide. Linking is irrelevant. This already is most obvious from the 'D' display. --Koltom 19:45, 12 August 2009 (UTC)

Adventure Mode[edit]

So, in Adventure Mode, if you try to move into a square with a locked door, it will give you the option to pick it or bash it down - is there any way to prevent this at all? I mean, it'd make fortress exploration a lil' less interesting if you can't temporarily restrict access. Does anyone know if you can pick/bash down floodgates as well? Frogwarrior 05:14, 25 August 2009 (UTC)

Door Taken by Invaders?[edit]

I have a door that some ambushing goblins got past; it now says: "DOOR TAKEN BY INVADERS" Retake door to forbid it. I'm not sure how to retake it - I'm going to position a dwarf on it. --Bombcar 07:00, 2 December 2009 (UTC)

That's exactly how you retake it - you have one of your own dwarves open and close the door. --Quietust 15:55, 2 December 2009 (UTC)
I had a military dwarf run through it, and it was able to be controlled. I still had to unbuild and build it again so the items holding it open would be moved. --Bombcar 04:23, 3 December 2009 (UTC)