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Editing 40d:Door

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{{av}}{{Quality|Exceptional}}
 
 
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.
 
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.
 
<br />
 
<br />
''(Note that these are mostly green [[glass]] doors, and so have the oval icon, and not the linear ones of stone, wood or metal doors, as near the stairs, bottom left.)'']]A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnace]]), or [[metal]] (at a [[metalsmith's forge]] - requires three bars). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|0:7:1}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|2:2:1}}. Metal doors use the symbol {{Raw Tile|╪|6:6:1}}. Wood doors use the symbol {{Raw Tile|║|7:6:0}}. A gem door, which can only be created by a [[strange mood]], uses the symbol {{Raw Tile|☼|7:0:0}}.
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''(Note that these are mostly green [[glass]] doors, and so have the oval icon, and not the linear ones of stone, wood or metal doors, as near the stairs, bottom left.)'']]A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnace]]), or [[metal]] (at a [[metalsmith's forge]] - requires three bars). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}. A gem door, which can only be created by a [[strange mood]], uses the symbol {{Raw Tile|☼|#ccc|#000}}.
  
Doors made of all [[material]]s function identically, although doors made of more valuable material will increase the "value" of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.
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Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the "value" of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.
  
 
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.
 
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.
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If a natural wall is adjacent, even diagonally, and then later removed, the "free-standing" door will collapse if it has no other walls to support it.
 
If a natural wall is adjacent, even diagonally, and then later removed, the "free-standing" door will collapse if it has no other walls to support it.
  
Note that doors block the movement of [[wagon]]s, even in a 3 tile wide corridor; if a Dwarven or Human [[caravan]] arrives and your [[trade depot]] is behind doors one of two things will happen to any wagons: 1) If the doors are unlinked, the wagons will proceed to the doors and then stop.{{verify}} If the doors are then deconstructed, the wagons will continue with only time lost.{{verify}}  2) If the doors are linked (to a lever or pressure plate), even in the "open" state, wagons will not sense any [[path]] and will not enter the map (with the usual [[announcement]] about "bypassing your inaccessible site"), but any pack animals and caravan guards attached to them will proceed as normal.
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Note that doors block the movement of [[wagon]]s, even in a 3 tile wide corridor; if a Dwarven or Human [[caravan]] arrives and your [[trade depot]]s are behind doors one of two things will happen to any wagons: 1) If the doors are unlinked, the wagons will proceed to the doors and then stop.{{verify}} If the doors are then deconstructed, the wagons will continue with only time lost.{{verify}}  2) If the doors are linked (to a lever or pressure plate), even in the "open" state, wagons will not sense any [[path]] and will not enter the map (with the usual [[announcement]] about "bypassing your inaccessible site"), but any pack animals and caravan guards attached to them will proceed as normal.
  
 
== Doors and constructions ==
 
== Doors and constructions ==
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==Doors ajar==
 
==Doors ajar==
Sometimes [[dwarves]] will leave items in doors, propping them open; also, if a [[vermin]] is standing in a doorway when the door would otherwise be closed, it will be killed and turned into "remains" which will also hold the door open. Having a door open when it should be closed can lead to all sorts of [[fun]] with [[water]], [[magma]] and hostile [[creature]]s. It is also impossible for a door to be forbidden or "tightly closed" while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door.  This decreases the likelihood that both doors will be jammed.
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Sometimes [[dwarves]] will leave items in doors, propping them open; also, if a [[vermin]] is standing in a doorway when the door would otherwise be closed, it will be killed and turned into "remains" which will also hold the door open. Having a door open when it should be closed can lead to all sorts of [[fun]] with [[water]], [[magma]] and hostile [[creatures]]. It is also impossible for a door to be forbidden or "tightly closed" while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door.  This decreases the likelihood that both doors will be jammed.
  
To remove an item from a doorway designate a [[Activity_zone#Garbage_Dump|garbage dump]] (preferably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labor enabled will come along and shift it.
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To remove an item from a doorway designate a [[garbage dump]] (preferably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labor enabled will come along and shift it.
  
 
Note that if a [[thief]] (specifically, a creature capable of picking locks) passes through a door, the door will be marked as "taken by invaders" - you will need one of your dwarves to walk through it before you can lock it again. The easiest way to do this is station a military squad so that it passes through the door.
 
Note that if a [[thief]] (specifically, a creature capable of picking locks) passes through a door, the door will be marked as "taken by invaders" - you will need one of your dwarves to walk through it before you can lock it again. The easiest way to do this is station a military squad so that it passes through the door.
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{{Buildings FAQ}}{{buildings}}
 
{{Buildings FAQ}}{{buildings}}
{{Category|Furniture}}
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[[Category:Furniture]]

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