- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
40d Talk:Road
It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--Draco18s 10:50, 4 November 2007 (EST)
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --Soyweiser 14:02, 8 November 2007 (EST)
removing roads
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out! GarrieIrons 03:45, 3 January 2008 (EST)
- I worked it out... it is through the q menu GarrieIrons 04:17, 3 January 2008 (EST)
using roads
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them. Yvain 00:37, 19 February 2008 (EST)
- Basically you have to set the traffic restrictions on the surrounding land. http://www.dwarffortresswiki.net/index.php/Traffic that link should help. Mission0 15:50, 24 December 2008 (EST)
speed
will roads speed up my dwarves? --Koltom 09:52, 29 February 2008 (EST)
Roads and floor underneath
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. --Athan 10:59, 28 March 2008 (EDT)
- It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--Dorten 23:13, 17 April 2008 (EDT)
Actual Benefit
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees. I paved it and I had no future problems with this. Dunno if it still works, and i've not duplicated it to see if it matters. In the mountainous regions, you smooth the boulders and there won't be future problems. --Vaevictus 16:13, 17 April 2008 (EDT)
- I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? Greep 08:59, 9 June 2009 (UTC)
Amount of material needed
What? I know that the formula for the 2D version was (height×width+1)/4, rounding up, for most materials, and (height×width+1)/2, rounding up, for metal. --Savok 14:28, 18 June 2008 (EDT)
- The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --Kyace 18:09, 18 June 2008 (EDT)
- Oh. I should've actually checked out the math.
- I wonder whether metals still have a different formula and how that works... I suspect they don't. --Savok 00:02, 19 June 2008 (EDT)
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) Bryan Derksen 00:19, 19 June 2008 (EDT)
- Take care. I had a sweet brass road melted by a dragon back in the flat fortress days. Rylen 09:37, 19 June 2008 (EDT)
- There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... Bryan Derksen 12:01, 19 June 2008 (EDT)
Smooth road?
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -Fuzzy 01:02, 21 September 2008 (EDT)
- Use blocks instead of stone. --Sev 04:09, 21 September 2008 (EDT)
Destruction
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. Lymojo 05:19, 8 May 2009 (UTC)Lymojo
- I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. Sensei 01:07, 8 May 2009 (UTC)
- OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically "buildings".
- Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the "brook" tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. Lymojo 05:19, 8 May 2009 (UTC)Lymojo
Skill Used?
What skill/job is used to make a road? Could that be added to this page? Thank you. --Aristoi 22:23, 24 May 2009 (UTC)
- Roads need to be designed by someone with the Architecture labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --Quietust 18:56, 16 July 2009 (UTC)