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{{av}}{{Quality|Masterwork}}
 
 
There comes a time in every dwarf's life when he says to himself - why not? ''("Because it's insane" is not considered an automatic fail condition)''.  Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything!
 
There comes a time in every dwarf's life when he says to himself - why not? ''("Because it's insane" is not considered an automatic fail condition)''.  Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything!
  
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The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are '''LIFO''' - "'''L'''ast '''I'''n, '''F'''irst '''O'''ut".  That means that the very last designation you make will be the very ''first'' thing your masons will work on next!  Once you master this concept, it can be used to your advantage, but only if you can plan ahead.
 
The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are '''LIFO''' - "'''L'''ast '''I'''n, '''F'''irst '''O'''ut".  That means that the very last designation you make will be the very ''first'' thing your masons will work on next!  Once you master this concept, it can be used to your advantage, but only if you can plan ahead.
  
It is also important to remember that you cannot build constructions on top of a constructed floor, but you can attach walls to the sides of a constructed floor, and then build on them for the next level up. Thus, if you want to build a wall in the middle of a room, you will have to remove the floors from those tiles first (or simply plan ahead and don't build them in the first place).
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It is also important to remember that you cannot build constructions on top of a constructed floor, but you can attach walls to the sides of a constructed floor, and then build on them for the next level up.
 
 
:* See also: [[Removal]]
 
  
 
:Note:  
 
:Note:  
:''In this discussion, "masons" will be assumed to be the dwarves doing the work.  If your constructions are of wood or metal, then carpenters or metalsmiths will be doing the work - but the process is the same.
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:''In this discussion, "masons" will be assumed to be the dwarfs doing the work.  If your constructions are of wood or metal, then carpenters or metalsmiths will be doing the work - but the process is the same.
  
:''Likewise, the word "stone" will be used to refer to building material, but a construction can also be made from wood logs, blocks of glass or any other material, or bars of metal or even soap, among others. ''  
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:''Likewise, the word "stone" will be used to refer to building material, but a construction can also be made from wood logs, glass, metal bars, or even blocks of soap, among others. ''  
  
  
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   •  -  Empty space
 
   •  -  Empty space
 
   +  -  Ground, floor, or top of wall section from lower level
 
   +  -  Ground, floor, or top of wall section from lower level
  ┼  -  [[Door]] or (closed) [[bridge]]
 
 
   '''0'''  -  Isolated wall section
 
   '''0'''  -  Isolated wall section
 
  ╔═╗ -  Connected wall
 
  ╔═╗ -  Connected wall
   '''X'''  -  Up/down [[stair|stairs]]
+
   '''X'''  -  Up/down [[stairs]]
   ☺  -  Mason
+
   ☺  -  mason
 +
 
  
 
==Walls==
 
==Walls==
  
Walls are the simplest construction. They are the base for anything more ambitious, such as a tower, and are often the very first construction of a new fortress, as (part of) a defensive perimeter.  No non-flying creature can get over a 1-level wall, but there are still reasons you might want to build a higher one, whether for looks, because of rolling terrain, or as part of a larger project.   
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Walls are the simplest construction. They are the base for anything more ambitious, such as a tower, and are often the very first construction of a new fortress, as (part of) a defensive perimeter.  No non-flying creature can get over a 1-level wall, but there are still reasons you might want to build one, whether for looks, because of rolling terrain, or as part of a larger project.   
  
 
A one-level wall is easy - just designate it, and your masons will simply walk around and build it.  About as basic as it gets...
 
A one-level wall is easy - just designate it, and your masons will simply walk around and build it.  About as basic as it gets...
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  ''End View''<br />  
 
  ''End View''<br />  
  X   <- ''upper stair provides access for masons to build upper tier of walls above first tier''
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X
  wX
+
  Xw
  
  
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If you have 2 access points, you can start in the middle and the ends, and work back toward the access for each.   
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If you have 2 access points, you can start in the middle and the ends, and work back toward the access.   
  
 
  ww    <-X->  wwwww    <-X->  www
 
  ww    <-X->  wwwww    <-X->  www
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Also, if defense is something you wish to consider (or just to improve the looks of a simple curtain wall), you may wish to plan for one or more towers to rise up above and along your walls.  The process is very similar to a wall, but with floors...
 
Also, if defense is something you wish to consider (or just to improve the looks of a simple curtain wall), you may wish to plan for one or more towers to rise up above and along your walls.  The process is very similar to a wall, but with floors...
 +
  
 
==Towers==
 
==Towers==
Building a tower, large or small, is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason|masons']] habit of building [[wall|walls]] in their LIFO order, so adding anything puts that before everything you've already done.  This step-by-step guide avoids these problems.  The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower.  
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Building a tower, large or small, is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s' habit of building [[wall]]s in their LIFO order, so adding anything puts that before everything you've already done.  This step-by-step guide avoids these problems.  The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower.  
  
''(Note - In Dwarf Fortress, the walls of a "round" (or oval) tower take ''exactly'' as much stone as for a "square" (or rectangular) tower, but the floor area uses a bit less stone, and with a significant loss of usable area inside - in case that matters to you.)''
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''(Note - In Dwarf Fortress, the walls of a "round" (or oval) tower take ''exactly'' as much stone as for a "square" (or rectangular) tower, but the floor area uses a bit less stone, and with a significant loss of usable area inside - if that matters to you.)''
  
 
==== Preparation ====
 
==== Preparation ====
 
If you create a [[stone]] or [[block]] stockpile nearby, then your masons can concentrate on what they're good at, and not waste time walking (possibly dangerous) distances back and forth.  Alternately, dive into the ground and do some mining on the spot, creating a field of raw stone right there.  (Pro tip - construct a (temporary) mason's shop or three in a stone field, and make blocks on site!)
 
If you create a [[stone]] or [[block]] stockpile nearby, then your masons can concentrate on what they're good at, and not waste time walking (possibly dangerous) distances back and forth.  Alternately, dive into the ground and do some mining on the spot, creating a field of raw stone right there.  (Pro tip - construct a (temporary) mason's shop or three in a stone field, and make blocks on site!)
  
If the tower is outside the protection of your compound, consider the safety of your workers - would digging a tunnel to the location be worth the time? Do you want your soldiers and workers to walk over the surface, or underground?  No doors means [[building destroyer|building destroyers]] have nothing to break down.   
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If the tower is outside the protection of your compound, consider the safety of your workers - would digging a tunnel to the location be worth the time? Do you want your soldiers and workers to walk over the surface, or underground?  No doors means [[building destroyer]]s have nothing to break down.   
  
 
If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows.  Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well.
 
If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows.  Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well.
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     ╚═══╝
 
     ╚═══╝
  
:''Pro tip - if you designate walls to be built next to your planned walls, then {{k|s}}uspend that construction, your dwarves will not stand on those tiles to build the desired walls.  This can be used to guide your masons to build from the inside, walling themselves in where it's safe, rather than the alternative.''
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Pro tip - if you designate walls to be built next to your planned walls, then {{k|s}}uspend that construction, your dwarfs will not stand on those tiles to build the desired walls.  This can be used to guide your masons to build from the inside, walling themselves in where it's safe, rather than the alternative.
  
 
     ╔═══╗
 
     ╔═══╗
     ║'''X'''+☺O <- ''suspended wall order''
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     ║'''X'''+☺ ◙ <- ''suspended wall order''
 
     ║+++║
 
     ║+++║
 
     ║+++║
 
     ║+++║
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====Adding fortifications====
 
====Adding fortifications====
  
If you want an open level of the tower where [[marksman|marksdwarf]]s or [[siege engine]]s can fire out, you want some [[fortification|fortifications]] instead of walls.  Along the edges this is easy, but fortifications cannot be walked on, and a mason can't build them from a diagonal tile, so we're back to "build the corners first!"
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If you want an open level of the tower where [[marksdwarf]]s or [[siege engine]]s can fire out, you want some [[fortification]]s instead of walls.  Along the edges this is easy, but fortifications cannot be walked on, and a mason can't build them from a diagonal tile, so we're back to "build the corners first!"
  
 
     +++++        ╬╬╬╬+  <- this fortification ''next''!
 
     +++++        ╬╬╬╬+  <- this fortification ''next''!
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               '''?'''╬╬•'''?'''  <- ''no access to corners''
 
               '''?'''╬╬•'''?'''  <- ''no access to corners''
  
The solution is to build a temporary floor-tile off the tower side, to give your masons access to those corner locations.  Once built, then connect those to other fortifications (they have to be connected [[orthogonal|orthogonally]]!), ''then'' you can safely deconstruct the floors and replace them with the final fortifications.
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The solution is to build a temporary floor-tile off the tower side, to give your masons access to those corner locations.  Once built, then connect those to other fortifications (they have to be connected [[orthogonal]]ly!), ''then'' you can safely deconstruct the floors and replace them with the final fortifications.
  
 
               + +      ╬+ +╬      ╬  ╬      ╬╬╬╬╬
 
               + +      ╬+ +╬      ╬  ╬      ╬╬╬╬╬
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The stones that the temporary floors had been built with will fall to the tile below them - this is not a "collapse".   
 
The stones that the temporary floors had been built with will fall to the tile below them - this is not a "collapse".   
  
:''Pro tip:'' Alternatively, instead of constructing and deconstruction floors, you may build floor grates ({{k|b}}, {{k|G}}), floor hatches ({{k|b}}, {{k|H}})), or floor bars {{k|b}}, {{k|alt+b}}) for dwarves to stand on to get at the corners. These have the advantage of being much faster to remove, do not require a mason (only a "furniture hauler"), and are collected instead of dropped when deconstructed.
+
:''Pro tip:'' Alternatively, instead of constructing and deconstruction floors, you may build floor grates ({{k|b}}, {{k|G}}) for dwarves to stand on to get at the corners. These have the advantage of being much faster to remove, do not require a mason (only a "furniture hauler"), and are collected instead of dropped when deconstructed.
 
 
== Obsidian Casting ==
 
Casting and then carving buildings out of [[obsidian]] has some advantages, namely that obsidian is 3x the value of standard [[stone]], and further, you can then [[engrave]] it, as cast obsidian is considered a "natural" stone.  The final product is very flashy; however, it is also pretty time-consuming, but that's the nature of a mega-construction.
 
 
 
For this, you will need lots of [[water]], [[magma]], [[pump|pumps]], and patience. A [[power]] source for your pumps is also highly recommended, depending how many dwarves you have and how high the final product will be.
 
 
 
It also might be a good idea to plan the building first, perhaps using a text editor - unlike [[construction|constructions]], you can't tear part of this down and fix it if you don't get it right the first time, only do the whole thing over.
 
 
 
# First, build a form where the obsidian will be cast. This needs to be at least as tall as the final structure will be - the obsidian "blank" can be carved away later as desired. For this, wall in an area about the size of your desired building such that no liquid can leak out.  The walls can be made of stone, glass, natural soil, or even wood - anything will work.  Standard doors or bridges are fine (and faster!) so long as they are not opened while the magma is flowing near them.
 
#Meanwhile, build two [[pump tower|pump towers]] - one for magma, one for water - that will deliver those to the level ''above'' the final top level of your structure.
 
#Add magma to the first level, at least 1/7 deep (1/7 can [[evaporate]], so 2/7-3/7 is "safer" - more will work, but is unnecessary).
 
#Pour water over the magma to cool it to one layer of obsidian. Continue adding water until the next layer is at least 2/7 deep (1/7 will ''not'' work for water, period).
 
#Add magma to the water - you now have another layer of obsidian, and are ready for the next water cycle.
 
#Rinse and repeat until your cast blank has enough z-levels.
 
#Tear down the walls around the obsidian blank. If desired, this can be done on the lower levels while the upper levels are still being poured, as liquids do not leak through "diagonals" across different [[z-level|z-levels]].
 
#If you're going to carve the outside, replace the casting form with scaffolding where needed. Note that a single tile of stone can be engraved from the inside or out, and all sides are considered "engraved" at once.
 
#Finally, dig the building out of the blank, but be sure not designate something wrong, since once carved away you can only fix an error via remaking the whole thing.
 
(See [[obsidian farming]] for a more complete discussion of tricks, tips and predictable mistakes to avoid.)
 
  
 
=Advanced Construction Techniques=
 
=Advanced Construction Techniques=
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===Don't stand there!===
 
===Don't stand there!===
  
Dwarves tend to work from the left, and that's wrong half the time.  To make sure your masons don't wall themselves on the wrong side of what they're building, designate a wall to be built where you ''don't'' want them to stand, and then {{k|s}}uspend that construction - they won't stand in that spot while building next to it.  Once the desired construction is in place and the dwarf on the preferred side, cancel ( {{k|q}}, {{k|x}} ) the suspended construction entirely, and carry on.
+
Dwarves tend to work from the left, and that's wrong half the time.  To make sure your masons don't wall themselves on the wrong side of what they're building, designate a wall to be built where you ''don't'' want them to stand, and then {{k|s}}uspend that construction - they won't stand in that stop while building next to it.  Once the desired construction is in place and the dwarf on the preferred side, cancel ( {{k|x}} ) the suspended construction entirely, and carry on.
 
 
===Corners & walls first===
 
You don't actually have to build all 4 corners before building any walls - you can designate two parallel walls, with corners, and just not designate the connecting walls (which would seal off access to those corners).  Designating two long walls with attached corners is faster to designate by a few keystrokes - once you understand how to build, personal construction habits are up to you.
 
 
 
    ╔+++╗
 
    ║'''X'''++║
 
    ║+++║
 
    ║+++║
 
    ╚+++╝
 
  
 
===Scaffolding===
 
===Scaffolding===
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===Expanding out===
 
===Expanding out===
  
To build out over open space, you only need to add floors.  There is no limit to how far out unsupported floors can extend.  If you then want to build up, build walls (which will support movement and more construction on the next level up).  While you can't build a wall on top of a constructed floor, you can build a wall ''over thin air'', so long as  there's an accessible spot for a dwarf to stand on which is orthogonally (non-diagonally) adjacent to where the wall is to be built.  Don't forget to add stairs (or ramps) to gain access to those upper levels (again... plan ahead!)
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To build out over open space, you only need to add floors.  Currently{{v|0.28.181.40d}} there is no limit to how far out unsupported floors can extend.  This can create anything from permanent spans bridging gaps to mushroom-shaped towers to inverted pyramids balanced on one tile - anything goes.
  
Using these methods, you can create anything from permanent spans bridging gaps to mushroom-shaped towers to inverted pyramids balanced on one tile - anything goes.   
+
If you then want to build up, build walls (which will support movement and more construction on the next level up).  And stairs (or ramps) to gain access to those upper levelsAgain... plan ahead!
  
 
====Temporary access floors====
 
====Temporary access floors====
  
If your masons cannot access a location, building temporary flooring is the solution, as described above under "basic techniques", and then deconstructing the floor when it's no longer needed. However, building floor bars or setting a floor grate in place is faster, does not enter into the [[Construction#Priority - LIFO|LIFO]] sequence, and the material will be saved, not dropped, when deconstructed.
+
If you masons cannot access a location, building temporary flooring is the solution, as described above under "basic techniques", and then deconstructing the floor when it's no longer needed. However, building floor bars or setting a floor grate in place is faster, does not enter into the [[Construction#Priority - LIFO|LIFO]] sequence, and the material will be saved, not dropped, when deconstructed.
  
 
====bridges vs. floor access====
 
====bridges vs. floor access====
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===Bridges and deconstructing floors ===
 
===Bridges and deconstructing floors ===
  
Constructions cannot be supported by attaching them to any [[bridge|bridges]] - the game allows them to be designated, and a dwarf will respond to build the construction, but that will then [[cave-in]] immediately upon construction.  However, building a bridge ''over'' an existing floor will allow those floor tiles to be deconstructed and the material recovered.
+
Constructions cannot be supported by attaching them to any [[bridge]]s - the game allows them to be designated, and a dwarf will respond to build the construction, but that will then [[cave-in]] immediately upon construction.  However, building a bridge ''over'' an existing floor will allow those floor tiles to be deconstructed and the material recovered.
  
 
===Sloped Roofs===
 
===Sloped Roofs===
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=Examples=
 
=Examples=
 
{{D_for_Dwarf}}
 
  
 
===Hippie Exterminator===
 
===Hippie Exterminator===
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===Dwarven Arcology===
 
===Dwarven Arcology===
This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially it's building your entire fortress above ground in ONE structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal...in short, a perfect megaconstruction.
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This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially it's building your entire fortress above ground in ONE structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuge dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal...in short, a perfect megaconstruction.
  
SUPERBONUS: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.
 
  
 
==Viewing==
 
==Viewing==
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Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.
 
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.
  
A row of single ramps will not join together, instead they will show up as a row of square pyramids as a 'toblerone' shape.
+
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.
  
 
====Cathedral to the Blood God====
 
====Cathedral to the Blood God====
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[[Image:Cathedral.jpg]]
 
[[Image:Cathedral.jpg]]
 
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[[Category:Constructions]]
===[http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress]===
 
 
 
Ramps align to all adjacent walls available.
 
 
 
Many structures (i.e. workshops, cabinets, etc.) don't appear.
 
 
 
Fortifications against walls will not render the wall they're up against.
 
 
 
Sometimes the program will randomly not render portions of the map; moving about usually fixes this.
 
 
 
Some materials are rendered incorrectly.
 
 
 
{{Category|Design}}
 
{{Category|Guides}}
 

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