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Difference between revisions of "23a:Impassable tile"
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Impassable tiles appear as a dark green color during initial placement (passable tiles are shown in light green). Be careful when building workshops in tight quarters; more than one dwarf has perished from thirst after constructing a [[jeweler's workshop|building]] that blocks the only path back to the fortress proper. | Impassable tiles appear as a dark green color during initial placement (passable tiles are shown in light green). Be careful when building workshops in tight quarters; more than one dwarf has perished from thirst after constructing a [[jeweler's workshop|building]] that blocks the only path back to the fortress proper. | ||
− | Several buildings also display a "power" tile during placement, appearing in light blue. These tiles must be placed directly over an appropriate power source in order for the building to function - for example, the [[mill]] must be placed adjacent to a [[river]], and all magma workshops must be placed directly along the [[magma flow]]. Filled channels '''cannot''' be used for this purpose. | + | Several buildings also display a "power" tile during placement, appearing in cyan or light blue (based on whether or not they are impassable). These tiles must be placed directly over an appropriate power source in order for the building to function - for example, the [[mill]] must be placed adjacent to a [[river]], and all magma workshops must be placed directly along the [[magma flow]]. Filled channels '''cannot''' be used for this purpose. |
Latest revision as of 16:51, 13 November 2023
This article is about an older version of DF. |
Impassable tiles are tiles in a building that creatures cannot move into--they function similarly to a closed floodgate. Some workshops, like the bowyer's workshop and jeweler's workshop, have what is in effect a three square wall down one side. Non-workshop buildings (such as furnaces) may also include impassable tiles.
Impassable tiles appear as a dark green color during initial placement (passable tiles are shown in light green). Be careful when building workshops in tight quarters; more than one dwarf has perished from thirst after constructing a building that blocks the only path back to the fortress proper.
Several buildings also display a "power" tile during placement, appearing in cyan or light blue (based on whether or not they are impassable). These tiles must be placed directly over an appropriate power source in order for the building to function - for example, the mill must be placed adjacent to a river, and all magma workshops must be placed directly along the magma flow. Filled channels cannot be used for this purpose.