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Difference between revisions of "40d Talk:Floor"
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:I've tried building floor directly on the ground, and they travelled over it with no problem. I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST) | :I've tried building floor directly on the ground, and they travelled over it with no problem. I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST) | ||
+ | :I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. [[User:Blargityblarg|Blargityblarg]] 10:33, 19 May 2009 (UTC) | ||
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST) | I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST) | ||
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:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT) | :Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT) | ||
+ | |||
+ | == Returning to pristine state == | ||
+ | |||
+ | If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. "Silty Clay Cavern Floor" to "Furrowed Silty Clay". The tile changes from it's original graphic ("." in my case) to a tilde ("~"). | ||
+ | Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]] | ||
+ | :Walking on it will return it to it's original state. (multiple steps) --[[User:Zchris13|Zchris13]] 17:23, 19 May 2009 (UTC) | ||
+ | |||
+ | == Glass Floors == | ||
+ | |||
+ | ... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options. | ||
+ | Is it still possible? Do they need to be cut or something? --[[user:Droqen|Droqen]] | ||
+ | :Try making them into blocks--[[User:CrazyMcfobo|CrazyMcfobo]] 16:39, 29 July 2009 (UTC) | ||
+ | |||
+ | == Disappearing floor == | ||
+ | |||
+ | I recently made a massive floor at the bottom of a bottomless pit (hehe, I mean the lowest Z-level) and began filling the pit with water from an brook (and an underground river, if that matters). Some of the floors began disappearing. First one, then another three. I am very sure that they were disappearing and I didn't just forget to build those floors parts. | ||
+ | This is annoying. It's my first megaconstruction, I didn't backup any saves :( | ||
+ | If I can get some conformation on this by others, I'll add it to the page. [[User:Deco|Deco]] 19:10, 22 August 2009 (UTC) | ||
+ | :I believe what's happening is that plants are growing on your floors and destroying them - the same thing happened to several engravings of mine. When a tower-cap or shrub appears on a cell, the cell loses all data about what was there before - it's not a detailed felsite floor with a tower-cap growing on it, but a tower-cap and naught else. If you want to stop plants growing there, you can remove the ceiling (as aboveground muddy whatever doesn't grow plants). It might also work (I hope, since I'm installing it as my current solution) to put road over the entirety of the floor you want to protect. --[[User:Cowmage|Cowmage]] 00:57, 24 August 2009 (UTC) | ||
+ | ::Seems to have worked, thanks! :D <br />I added a section about it, but I left it with the verify tag so someone else can try it. You saved me an hour or so of micromanaging the construction of some walls :D [[User:Deco|Deco]] 09:47, 28 August 2009 (UTC) | ||
+ | ::do you think it would be possible to utilise this by flooding an underground fully mined area filled with rocks so that as the Tower Caps grow they 'destroy' the stones, leaving just a Tower Cap farm. {{unsigned|Haydosss}} | ||
+ | |||
+ | Do floors increase happiness? | ||
+ | |||
+ | == Construction tecniques == | ||
+ | |||
+ | just as a suggestion, if you wanted to build a large floor that was not a square/rectangle off of a preexisting floor/upper wall, you can only build the different rectangles if the previous one is completed, eg, you will have to wait for one to finnish before designating the next. | ||
+ | A solution to this is to designate a large box of floors to be built and then cancel individual pices out of it, allowing for one designation that your dwarves will finish in their own time. [[User:Haydosss|Haydosss]] 21 March 2010 |
Latest revision as of 16:03, 21 March 2010
Can the wagons that come with the human caravans travel over floor?--Tarsier 18:28, 6 November 2007 (EST)
- I've tried building floor directly on the ground, and they travelled over it with no problem. I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --JT 18:48, 6 November 2007 (EST)
- I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. Blargityblarg 10:33, 19 May 2009 (UTC)
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--Varsashi 21:47, 10 January 2008 (EST)
- Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--Maximus 23:24, 10 January 2008 (EST)
Trapped Floors?[edit]
I know you cannot build walls on top of floors (note: Why not?) -- can you build traps on top of floors? I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs. Free bones! :)
- Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) Rkyeun 00:07, 16 February 2008 (EST)
- Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --Dorten 23:33, 10 January 2008 (EST)
- A floor is a construction. I've rewritten the construction article to explain the various differences better.--Maximus 19:22, 11 January 2008 (EST)
- Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --Dorten 23:33, 10 January 2008 (EST)
building on angles[edit]
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like f means floor, W means wall, o means epty space, D means dwarf
FFF DFF WoW WoW
- Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --JeebusSez 00:40, 21 May 2008 (EDT)
Returning to pristine state[edit]
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. "Silty Clay Cavern Floor" to "Furrowed Silty Clay". The tile changes from it's original graphic ("." in my case) to a tilde ("~"). Is there any way to return the tile to it's pristine state? Pure visual appeal ;) Caiburn
- Walking on it will return it to it's original state. (multiple steps) --Zchris13 17:23, 19 May 2009 (UTC)
Glass Floors[edit]
... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options. Is it still possible? Do they need to be cut or something? --Droqen
- Try making them into blocks--CrazyMcfobo 16:39, 29 July 2009 (UTC)
Disappearing floor[edit]
I recently made a massive floor at the bottom of a bottomless pit (hehe, I mean the lowest Z-level) and began filling the pit with water from an brook (and an underground river, if that matters). Some of the floors began disappearing. First one, then another three. I am very sure that they were disappearing and I didn't just forget to build those floors parts. This is annoying. It's my first megaconstruction, I didn't backup any saves :( If I can get some conformation on this by others, I'll add it to the page. Deco 19:10, 22 August 2009 (UTC)
- I believe what's happening is that plants are growing on your floors and destroying them - the same thing happened to several engravings of mine. When a tower-cap or shrub appears on a cell, the cell loses all data about what was there before - it's not a detailed felsite floor with a tower-cap growing on it, but a tower-cap and naught else. If you want to stop plants growing there, you can remove the ceiling (as aboveground muddy whatever doesn't grow plants). It might also work (I hope, since I'm installing it as my current solution) to put road over the entirety of the floor you want to protect. --Cowmage 00:57, 24 August 2009 (UTC)
- Seems to have worked, thanks! :D
I added a section about it, but I left it with the verify tag so someone else can try it. You saved me an hour or so of micromanaging the construction of some walls :D Deco 09:47, 28 August 2009 (UTC) - do you think it would be possible to utilise this by flooding an underground fully mined area filled with rocks so that as the Tower Caps grow they 'destroy' the stones, leaving just a Tower Cap farm. – unsigned comment by Haydosss
- Seems to have worked, thanks! :D
Do floors increase happiness?
Construction tecniques[edit]
just as a suggestion, if you wanted to build a large floor that was not a square/rectangle off of a preexisting floor/upper wall, you can only build the different rectangles if the previous one is completed, eg, you will have to wait for one to finnish before designating the next. A solution to this is to designate a large box of floors to be built and then cancel individual pices out of it, allowing for one designation that your dwarves will finish in their own time. Haydosss 21 March 2010