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Question regarding rent: does anybody know the time period that a bedroom's listed rent refers to?  For instance, if a room's rent says 44☼, is that per month, or per season, or what? --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 30 January 2009 (EST)
 
Question regarding rent: does anybody know the time period that a bedroom's listed rent refers to?  For instance, if a room's rent says 44☼, is that per month, or per season, or what? --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 30 January 2009 (EST)
 
:Aaaaaand just saw another discussion that said that no, nobody knows.  So nevermind then --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)
 
:Aaaaaand just saw another discussion that said that no, nobody knows.  So nevermind then --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)
 
=== The fine art of dwarven room appraisal ===
 
 
I researched factors affecting room value and exact parameters for calculating it based on bedrooms. Here are results.
 
 
1. Room consists of tiles. Every tile showing as part of the room (flashing when querying one) adds to '''base value of the room''' (walls and floor tiles alike), with exception of tile with external door which does not count.
 
 
2. Every tile's value depends on material, smoothing and type (wall/floor) in various combinations as follows:
 
 
{| class="wikitable"  border="1" cellspacing="0"
 
|-
 
! colspan="2" |  
 
! base
 
! smooth
 
|-
 
| rowspan="2" width="150px" | layer-forming stone, soil
 
| floor
 
| align="center" | 1
 
| align="center" | x4
 
|-
 
| wall
 
| align="center" | 1
 
| align="center" | x5
 
|-
 
| rowspan="2" | all other type of stone, ores and gems
 
| floor
 
| align="center" | material multiplier
 
| align="center" | x7
 
|-
 
| wall
 
| align="center" | material multiplier
 
| align="center" | x9
 
|-
 
| rowspan="2" | constructed
 
| floor
 
| align="center" colspan="2" | material multiplier x 7
 
|-
 
| wall
 
| align="center" colspan="2" | material multiplier x 9
 
|}
 
 
Constructed walls and floor "replace" value of the tile they are placed on.
 
 
Sum of values added by every tile plus cost of room-formative furniture (main bed for bedroom) gives '''base room value'''.
 
 
3. '''Real room value''' is affected by openness. Think of it as of how many sides of the room are open vs. completely limited by walls. There are four levels.
 
 
* Fully closed. All walls are continuous. Only access is through stairs or ramp. Wall with a door does not count as limiting.
 
* 3 walls. Think of usual room which takes all avaliable space and is accessed through the door in one of the walls. Take away wall with a door -- it is still the same. Surprisingly rooms with two parallel walls  but spreading wider along the walls than between them are counted as having three limiting walls.
 
* 2 walls. Think of bed in the corner which takes only part of avaliable space. Square room between two parallel walls is in this category too.
 
* Fully open. Room is not limited by any walls or is limited by only one wall.
 
 
Rooms with complex nonrectangle form may be confusing in this aspect and the exact rule for distinguishing one level from another was not investigated. The main rule still holds though:
 
 
'''Real room value''' is '''base room value''' multiplied by modifier according to room level of openness.
 
 
{| class="wikitable"  border="1" cellspacing="0"
 
|-
 
! level
 
! modifier
 
|-
 
| Fully enclosed
 
| x1
 
|-
 
| 3 walls
 
| x0.875
 
|-
 
| 2 walls
 
| x0.75
 
|-
 
| Fully open
 
| x0.5
 
|}
 
 
4. '''Full room value''' is '''real room value''' plus cost of placed furniture and engravings. Other buildings add to value as well but exact details were not researched.
 
 
Furniture cost is added in full (with obvious exception of main bed cost which is affected by openness level).
 
 
Engravings are really only one-sided and counts only for the room they are facing. Also, engravings on walls add value to the room even if the wall tiles they are on are not part of the room. It's enough that floor tile facing the engraving is part of the room.
 
 
External doors do not add to value and tale the tile they are on from the room as well.
 
 
Internal doors add their cost + 30 and do not prevent the tile they are placed on from adding its value. The details on '+30' bonus were not researched though.
 
 
Contrary to beliefs statues and windows do not prevent floor tiles they are placed on or wall tiles they are placed at from contributing value to the room. The only thing special about them is that they work as walls and therefore may affect space available for the room. So if you put statue in the corner it will make very corner tile unavaliable for room. You can still place them along the wall with at least one tile between each, or anywhere in the middle of the room and they won't influence max room space.
 
 
This said I should note that everything works this way after resizing/remaking room after making changes. Making changes to already designed room without resizing may give different results and may be exploited in some ways.
 
 
It is unknown if other types of rooms are following these rules, as it is impossible to tell exact room value for them.
 
 
[[User:Elfy|Elfy]] 04:56, 4 March 2010 (UTC)
 
 
:Wow, great job on figuring out these numbers. Now i only hope that you can replace/update the stuff on the [[Room]] page. Also i noticed that nowhere on the page is mentioned were you can see the room value. I suppose the room value is equal to the rent, or how did you get these values? --[[User:Pugi|Pugi]] 13:35, 4 March 2010 (UTC)
 
 
::Thanks! Yes, I assumed that room value is the same as rent. I thought of checking stats for created / displayed value, but it's hardly possible with already running big fortress. As of updating, I hoped to get some review/response first. Till today it was just a huge bunch of raw data, so I may use some input on style, organisation and missing parts here. Or should I just copy it there and let it live? Current section on calculating room value is really outdated anyway... --[[User:Elfy|Elfy]] 14:34, 4 March 2010 (UTC)
 
  
 
== Names ==
 
== Names ==
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:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)
 
:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)
 
::What I was getting at:  
 
::What I was getting at:  
:::When my [[hauler|rock hauler]] gets elected [[Mayor]], how do I find his bedroom to free it, so I can allocate him a new one? Do I have to look at every bedroom using either {{k|q}} or {{k|t}}, or is there another way where I can "look up the dwarf" then see all the rooms allocated to him. I hope that is clearer.[[User:GarrieIrons|GarrieIrons]] 07:41, 1 August 2008 (EDT)
+
:::When my [[rock hauler]] gets elected [[Mayor]], how do I find his bedroom to free it, so I can allocate him a new one? Do I have to look at every bedroom using either {{k|q}} or {{k|t}}, or is there another way where I can "look up the dwarf" then see all the rooms allocated to him. I hope that is clearer.[[User:GarrieIrons|GarrieIrons]] 07:41, 1 August 2008 (EDT)
 
::::Workaround: you can allocate a new bedroom to your new mayor without bothering with his former bedroom, which will automatically be allocated to nobody. Your only problem now is that you have a crappy hauler bedroom somewhere, which is free. At some point that evasive free bedroom might be claimed by a homeless dwarf.--[[User:Aykavil|Aykavil]] 07:59, 1 August 2008 (EDT)
 
::::Workaround: you can allocate a new bedroom to your new mayor without bothering with his former bedroom, which will automatically be allocated to nobody. Your only problem now is that you have a crappy hauler bedroom somewhere, which is free. At some point that evasive free bedroom might be claimed by a homeless dwarf.--[[User:Aykavil|Aykavil]] 07:59, 1 August 2008 (EDT)
 
:::::This does not work. I just tried moving all my Metalsmiths to a new set of quarters, and they all ended up wit two bedrooms (vr 28_181_40d). Instead, I had to open the {{k|r}}room window, and locate the dwarf on the list, and use {{k|t}} to zoom to the listed entry in the main menu.
 
:::::This does not work. I just tried moving all my Metalsmiths to a new set of quarters, and they all ended up wit two bedrooms (vr 28_181_40d). Instead, I had to open the {{k|r}}room window, and locate the dwarf on the list, and use {{k|t}} to zoom to the listed entry in the main menu.
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Does tilled ground have a value? Also, do the plants growing on tilled ground add to the value of a room, or would they even be considered part of it- like how barrels in a stockpile do not influence room value, because they're part of the stockpile, not the room? Mostly, I'm trying to figure out some way to grow (Build? I hope not) flower gardens to increase room values. For example, making a statue GARDEN. --Kydo 05:42, 25 January 2010 (UTC)
 
Does tilled ground have a value? Also, do the plants growing on tilled ground add to the value of a room, or would they even be considered part of it- like how barrels in a stockpile do not influence room value, because they're part of the stockpile, not the room? Mostly, I'm trying to figure out some way to grow (Build? I hope not) flower gardens to increase room values. For example, making a statue GARDEN. --Kydo 05:42, 25 January 2010 (UTC)
 
== Artifact Furniture ==
 
 
There needs to be an article or section which lists all artifact furniture types that can raise room value. For example, placing an artifact animal trap in a room will not raise the room's value, but placing an artifact floor grate will.
 
 
Artifact furniture that raises room value:
 
Chest
 
Door
 
Cabinet
 
Floor Grate
 
 
Artifact furniture that does not raise room value:
 
Animal Trap
 
etc{{unsigned|208.81.12.34}}
 
:Agreed - so get on it. (And please sign your posts - yes, even if "anonymous" IP only.)--[[User:Albedo|Albedo]] 20:42, 20 April 2010 (UTC)
 

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