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Difference between revisions of "40d Talk:Door"

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Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  --Jhoosier
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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
  
 
== Bursting under water Pressure? ==
 
== Bursting under water Pressure? ==

Revision as of 16:24, 17 May 2008

General Discussion

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?

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)

Dwarfs having happier thoughts about their own doors.

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

Door Strength

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

Bursting under water Pressure?

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)