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Difference between revisions of "v0.31:Room"
Khym Chanur (talk | contribs) (→Quality: Walls only count if directly included, rather than based on being adjacent to floors; overlapping walls don't decrease value) |
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== Assigning == | == Assigning == | ||
− | Rooms can also be assigned to specific {{L|dwarves}} (to satisfy a {{L|noble|noble's}} 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 {{L|economy}} starts, dwarves will have to pay rent for their bedrooms. Note that it is not necessary for you to assign dwarfs manually; as long as it is designated as a room, a dwarf will claim it if it is free. | + | Rooms can also be assigned to specific {{L|dwarves}} (to satisfy a {{L|noble|noble's}} 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 {{L|economy}} starts(which it never will currently), dwarves will have to pay rent for their bedrooms. Note that it is not necessary for you to assign dwarfs manually; as long as it is designated as a room, a dwarf will claim it if it is free. |
== Quality == | == Quality == |
Revision as of 16:00, 17 July 2011
This article is about an older version of DF. |
A functional room is a Template:L extending out from a piece of Template:L that defines the room, created when the room is defined from that piece of furniture. A room, as the game understands it, is not defined by Template:Ls and Template:Ls. A chamber with a Template:L in it, for example, is not yet a Template:L; you have to select the Template:L and define a bedroom from it in order for it to be a room.
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.
Creating
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.
Assigning
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(which it never will currently), dwarves will have to pay rent for their bedrooms. Note that it is not necessary for you to assign dwarfs manually; as long as it is designated as a room, a dwarf will claim it if it is free.
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 walls, plus the value of any furniture or other constructions in room. If the floor area of two rooms overlap it decreases the value of each room, but a wall can be part of multiple rooms without causing a decrease in value.
Room quality levels can be viewed through the View Rooms/Buildings (R) command.
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) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value:
Type | Building |
---|---|
Weapon | Template:L |
Barrel | Template:L, Template:L |
Bucket | Template:L, Template:L, Template:L* |
Mechanism | Template:L, Template:L, Template:L, Template:L* |
Chain | Template:L, Template:L* |
Anvil | Template:L |
- * - gains additional quality from skilled architecture and construction
Other than artifact abuse, Template:Ls are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, all of which can be encrusted with gems.
Also, Template:Ls have the special property that they can be used to stack an infinite number of Template:Ls, all of which count towards room value, in one tile. To add mechanisms simply link the Template:L to a deconstructible building such as a Template:L and pull the lever — one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level.
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 |
Other Buildings | |
Related Articles |