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Difference between revisions of "v0.31:Road"
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− | ''' | + | A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul any materials to the site and design the structure before it can be finished by any available dwarf. |
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle. | '''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle. | ||
− | '''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your | + | '''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat. The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues. |
== World Gen Roads == | == World Gen Roads == | ||
[[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]] | [[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]] | ||
+ | During {{L|World Generation}} roads are created connecting {{L|Human}} sites. Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark. | ||
− | + | Roads generated during world gen are 7 tiles wide; bridges have walls on their sides and are 5 tiles wide. | |
− | + | Deconstructing a World Gen Road can be a valuable source of stone blocks in {{L|aquifer}} areas. | |
− | |||
− | Deconstructing a World Gen Road can be a valuable source of stone blocks in aquifer areas. | ||
{{buildings}} | {{buildings}} |
Revision as of 16:02, 23 June 2011
This article is about an older version of DF. |
A road is a construction that paves over a large section of flat terrain. Roads are most commonly used to give Template:L a reliable path to your fortress from the map's edge. A dwarf with the Template:L labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.
Dirt roads (b - O) can be constructed for free on any soil, removing Template:Ls and Template:Ls and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.
Paved roads (b - o) can be constructed with any building material, including Template:L, Template:Ls, Template:L and metal Template:L. These roads are permanent, and use less material than paving the same space with constructed Template:Ls. To avoid the hassle of long-distance hauling, it is advisable to place a Template:L near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat. The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.
World Gen Roads
During Template:L roads are created connecting Template:L sites. Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark.
Roads generated during world gen are 7 tiles wide; bridges have walls on their sides and are 5 tiles wide.
Deconstructing a World Gen Road can be a valuable source of stone blocks in Template:L areas.
Rooms |
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
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