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Difference between revisions of "40d Talk:Road"

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m (moved Talk:Broken/40d\x3aRoad to 40d Talk:Road: Fixing talk page name (548/738))
 
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:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)
 
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)
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::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)
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Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being "metallic" and others being a "tallow soap road."  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)
  
 
== Destruction ==
 
== Destruction ==
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What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)
 
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)
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*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)
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== Road Value ==
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So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the "The Incoming King"-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a masterful rough stone road of 1x1 with 1 stone with value 3 to a value of 36, 3*12. Or a superior quality stone block road of 2x2 with 2 stone blocks with value of 5 each to a value of 40, (5+5)*4 ), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --[[User:Cosnoic|Cosnoic]] 07:13, 24 February 2010 (GMT+1)
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a superior quality stone block road
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:Considering blocks don't have quality, this is an awkward phrasing.  I'd suggest either "a superior quality road of # stone blocks" or "a # stone block road of superior quality".--[[User:Albedo|Albedo]] 06:38, 24 February 2010 (UTC)
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:Sorry about the phrasing, was tired when I wrote this. --[[User:Cosnoic|Cosnoic]]
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::I believe if you examine a road in the (r)oom list, it will show you its Architecture quality and thus its value multiplier (since constructing a road doesn't require any labor, there's no Construction quality involved). --[[User:Quietust|Quietust]] 14:03, 24 February 2010 (UTC)
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:::Just checked, and apparently roads '''do''' have a construction quality, though it's almost always either no-level or "solidly built" (well-crafted, for a 2x multiplier). The room list also shows ''who'' designed and built the road. --[[User:Quietust|Quietust]] 14:08, 24 February 2010 (UTC)
 +
:::: The only reason to why roads usually have no-level or well-crafted quality is because normally the skill Building Designer is almost never used, so most dwarfs is kept at the dabbling or novice skill level. I probably should have stated I used companion to alter the skill level of the dwarf constructing the roads to establish the it's possible to get all the different quality levels. --[[User:Cosnoic|Cosnoic]] 16:31, 24 February 2010 (UTC)
 +
::::: I was actually referring to the '''construction''' quality of the road - the design quality varies based on the Building Designer skill level, but the construction quality is either locked at what Dabbling would produce (that is, always No Quality unless the dwarf has preferences for the material being used) or actually uses the corresponding construction labor skill level (e.g. Masonry/Carpentry/Blacksmithing, depending on the material) even though it doesn't require the labor to be enabled - more testing is required. --[[User:Quietust|Quietust]] 18:56, 24 February 2010 (UTC)

Latest revision as of 21:51, 8 March 2010

It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--Draco18s 10:50, 4 November 2007 (EST)

It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --Soyweiser 14:02, 8 November 2007 (EST)

removing roads[edit]

how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out! GarrieIrons 03:45, 3 January 2008 (EST)

I worked it out... it is through the q menu GarrieIrons 04:17, 3 January 2008 (EST)

using roads[edit]

I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them. Yvain 00:37, 19 February 2008 (EST)

Basically you have to set the traffic restrictions on the surrounding land. http://www.dwarffortresswiki.net/index.php/Traffic that link should help. Mission0 15:50, 24 December 2008 (EST)

speed[edit]

will roads speed up my dwarves? --Koltom 09:52, 29 February 2008 (EST)

Roads and floor underneath[edit]

It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. --Athan 10:59, 28 March 2008 (EDT)

It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--Dorten 23:13, 17 April 2008 (EDT)

Actual Benefit[edit]

I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees. I paved it and I had no future problems with this. Dunno if it still works, and i've not duplicated it to see if it matters. In the mountainous regions, you smooth the boulders and there won't be future problems. --Vaevictus 16:13, 17 April 2008 (EDT)

I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? Greep 08:59, 9 June 2009 (UTC)

Amount of material needed[edit]

What? I know that the formula for the 2D version was (height×width+1)/4, rounding up, for most materials, and (height×width+1)/2, rounding up, for metal. --Savok 14:28, 18 June 2008 (EDT)

The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --Kyace 18:09, 18 June 2008 (EDT)
Oh. I should've actually checked out the math.
I wonder whether metals still have a different formula and how that works... I suspect they don't. --Savok 00:02, 19 June 2008 (EDT)

It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) Bryan Derksen 00:19, 19 June 2008 (EDT)

Take care. I had a sweet brass road melted by a dragon back in the flat fortress days. Rylen 09:37, 19 June 2008 (EDT)
There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... Bryan Derksen 12:01, 19 June 2008 (EDT)

Smooth road?[edit]

I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -Fuzzy 01:02, 21 September 2008 (EDT)

Use blocks instead of stone. --Sev 04:09, 21 September 2008 (EDT)
Is there an advantage? I'm assuming value.--Loganis 05:43, 22 July 2009 (UTC)

Seems like the first item used does NOT determine the color of the road after all. I've been making soap roads lately, but when I started to run low, I tried mixing in lead. Unfortunately this resulted in some roads being "metallic" and others being a "tallow soap road." Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. 3lB33 03:34, 27 August 2009 (UTC)

Destruction[edit]

Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. Lymojo 05:19, 8 May 2009 (UTC)Lymojo

I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. Sensei 01:07, 8 May 2009 (UTC)
OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically "buildings".
Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the "brook" tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. Lymojo 05:19, 8 May 2009 (UTC)Lymojo

Skill Used?[edit]

What skill/job is used to make a road? Could that be added to this page? Thank you. --Aristoi 22:23, 24 May 2009 (UTC)

  • Roads need to be designed by someone with the Architecture labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --Quietust 18:56, 16 July 2009 (UTC)

Road Value[edit]

So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the "The Incoming King"-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a masterful rough stone road of 1x1 with 1 stone with value 3 to a value of 36, 3*12. Or a superior quality stone block road of 2x2 with 2 stone blocks with value of 5 each to a value of 40, (5+5)*4 ), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --Cosnoic 07:13, 24 February 2010 (GMT+1)

a superior quality stone block road 
Considering blocks don't have quality, this is an awkward phrasing. I'd suggest either "a superior quality road of # stone blocks" or "a # stone block road of superior quality".--Albedo 06:38, 24 February 2010 (UTC)
Sorry about the phrasing, was tired when I wrote this. --Cosnoic
I believe if you examine a road in the (r)oom list, it will show you its Architecture quality and thus its value multiplier (since constructing a road doesn't require any labor, there's no Construction quality involved). --Quietust 14:03, 24 February 2010 (UTC)
Just checked, and apparently roads do have a construction quality, though it's almost always either no-level or "solidly built" (well-crafted, for a 2x multiplier). The room list also shows who designed and built the road. --Quietust 14:08, 24 February 2010 (UTC)
The only reason to why roads usually have no-level or well-crafted quality is because normally the skill Building Designer is almost never used, so most dwarfs is kept at the dabbling or novice skill level. I probably should have stated I used companion to alter the skill level of the dwarf constructing the roads to establish the it's possible to get all the different quality levels. --Cosnoic 16:31, 24 February 2010 (UTC)
I was actually referring to the construction quality of the road - the design quality varies based on the Building Designer skill level, but the construction quality is either locked at what Dabbling would produce (that is, always No Quality unless the dwarf has preferences for the material being used) or actually uses the corresponding construction labor skill level (e.g. Masonry/Carpentry/Blacksmithing, depending on the material) even though it doesn't require the labor to be enabled - more testing is required. --Quietust 18:56, 24 February 2010 (UTC)