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Difference between revisions of "v0.31:Room"
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{{L|Nobles}}, on the other hand, require rooms of a minimal quality, containing a minimum number of {{L|Furniture}}. Not meeting their demands will make them {{L|thoughts|unhappy}}, and also make them not function at their full capacity. | {{L|Nobles}}, on the other hand, require rooms of a minimal quality, containing a minimum number of {{L|Furniture}}. Not meeting their demands will make them {{L|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 adjacent walls, plus the value of any furniture | + | Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture or other constructions in room. |
Room quality levels can be viewed through the View Rooms/Buildings keyboard control. | Room quality levels can be viewed through the View Rooms/Buildings keyboard control. | ||
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| 10000 | | 10000 | ||
|} | |} | ||
+ | |||
+ | == 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 {{L|stone}} like {{L|limestone}} or {{L|obsidian}} (to make a ''really'' valuable room, put it in a mined out {{L|magnetite}} cluster) or keep eye on {{L|gem}} clusters. Once a room has been mined out, its value can be increased by {{L|smoothing}} and {{L|engraving}} the floor and walls. | ||
+ | |||
+ | Afterwards, placing valuable furniture (Preferably {{L|encrust}}ed with gems or {{L|artifact}} quality) of is option for increasing value, but not the only one as you are not limited to using artifact furniture as artifacts can be used to build variety of constructions that count for room value: | ||
+ | |||
+ | {| border="1" style="text-align:center" | ||
+ | |- | ||
+ | ! Type | ||
+ | ! Building | ||
+ | |- | ||
+ | | Weapon | ||
+ | | Weapon Trap | ||
+ | |- | ||
+ | | Barrel | ||
+ | | {{L|Dyer's_shop}} | ||
+ | |- | ||
+ | | Bucket | ||
+ | | {{L|Dyer's_shop}} | ||
+ | |- | ||
+ | | Anvil | ||
+ | | {{L|Forge}} | ||
+ | |} | ||
+ | |||
+ | Other than artifact abuse, {{L|weapon trap}}s are excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus mechanism, all of which can be encrusted with gems. | ||
+ | |||
+ | {{L|Lever}} has special feature of allowing to stack infinite amount of {{L|mechanism}}s that count towards room value at single tile: Simply link lever to decustructable building such as chage and pull it - one of mechanisms used for link will remain in lever. You can repeat as many times as you can till you increase room value to desired levels. |
Revision as of 09:37, 1 May 2011
This article is about an older version of DF. |
What is a room?
The answer is not as obvious as it seems. A chamber with a Template:L in it is not yet a Template:L; you have to select the Template:L and define a bedroom from it. The functional room, as the game understands it, is not defined by Template:Ls and Template:Ls; it is a Template:L extending out from a piece of Template:L (in our example, the bed) that defines the room, created when the room is defined from that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's Template:L 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.
Rooms can also be assigned to specific Template:L (to satisfy a Template:L 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 Template:L starts, dwarves will have to pay rent for their bedrooms.
Creating rooms
To create a room, you must first have built something capable of supporting a room from the build menu, such as a Template:L or Template:L. 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 Template:Ls. 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 Template:L 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.
Quality
Most dwarves don't have high expectations when it comes to rooms. A communal Template:L and a communal Template:L is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy Template:L, helping to avoid Template:Ls.
Template:L, on the other hand, require rooms of a minimal quality, containing a minimum number of Template:L. Not meeting their demands will make them Template:L, and also make them not function at their full capacity.
Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture or other constructions in room.
Room quality levels can be viewed through the View Rooms/Buildings keyboard control.
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
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 Template:L like Template:L or Template:L (to make a really valuable room, put it in a mined out Template:L cluster) or keep eye on Template:L clusters. Once a room has been mined out, its value can be increased by Template:L and Template:L the floor and walls.
Afterwards, placing valuable furniture (Preferably Template:Led with gems or Template:L quality) of is option for increasing value, but not the only one as you are not limited to using artifact furniture as artifacts can be used to build variety of constructions that count for room value:
Type | Building |
---|---|
Weapon | Weapon Trap |
Barrel | Template:L |
Bucket | Template:L |
Anvil | Template:L |
Other than artifact abuse, Template:Ls are excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus mechanism, all of which can be encrusted with gems.
Template:L has special feature of allowing to stack infinite amount of Template:Ls that count towards room value at single tile: Simply link lever to decustructable building such as chage and pull it - one of mechanisms used for link will remain in lever. You can repeat as many times as you can till you increase room value to desired levels.