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Difference between revisions of "Road"
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'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing mud and other contaminants, and removing [[shrub]]s and [[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 mud and other contaminants, and removing [[shrub]]s and [[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 [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. To avoid the hassle of long-distance hauling, it is advisable to place a [[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. | + | '''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. Yet paved road is a building, not a construction. To avoid the hassle of long-distance hauling, it is advisable to place a [[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. |
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide. | Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide. |
Revision as of 03:31, 6 January 2015
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
A road is a construction that paves over a large section of flat terrain. Roads are most commonly used to give caravans a reliable path to your fortress from the map's edge. They are not strictly necessary, as a wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the Architect labor must haul any materials to the site and design the structure before it can be finished by any available dwarf with Road Building labor enabled.
Dirt roads (b - O) can be constructed for free on any soil, removing mud and other contaminants, and removing shrubs and trees 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 stone, blocks, wood and metal bars. These roads are permanent, and use less material than paving the same space with constructed floors. Yet paved road is a building, not a construction. To avoid the hassle of long-distance hauling, it is advisable to place a 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.
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( b - C - f) ) over the water, which you can (but don't have to) then pave over. A bridge may also work, providing the body of water is no more than 20 squares wide.
Building with stone blocks instead of natural stone results in Smooth paved roads instead of Rough paved roads.
World Gen Roads
During world generation, roads are created connecting Human towns and Dwarf Mountainhomes. Dwarven and Goblin civilizations also create underground roads connecting their sites, which can be discovered in caverns after embark or entered from above ground in Adventure mode.
Furniture | |
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Tools | |
Access | |
Constructions | |
Machine and trap parts |
Axle • Gear assembly • Lever • Mechanism • Millstone • Pipe section • Pressure plate • Roller • Screw pump • Support • Trap • Water wheel • Windmill |
Other buildings | |
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