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Editing 40d Talk:Room
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Latest revision | Your text | ||
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! smooth | ! smooth | ||
|- | |- | ||
− | | rowspan="2" width=" | + | | rowspan="2" width="100px" | layer-forming stone |
| floor | | floor | ||
| align="center" | 1 | | align="center" | 1 | ||
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| align="center" | x5 | | align="center" | x5 | ||
|- | |- | ||
− | | rowspan="2" | | + | | rowspan="2" | non layer-forming common stone |
+ | | floor | ||
+ | | align="center" | 1 | ||
+ | | align="center" | x7 | ||
+ | |- | ||
+ | | wall | ||
+ | | align="center" | 1 | ||
+ | | align="center" | x9 | ||
+ | |- | ||
+ | | rowspan="2" | ores and gems | ||
| floor | | floor | ||
| align="center" | material multiplier | | align="center" | material multiplier | ||
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* Fully open. Room is not limited by any walls or is limited by only one wall. | * 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. | + | Rooms with complex nonrectangle form may be confusing in this aspect and the exact rule for distinguishing one level from another was not investigated. Th main rule still holds though: |
− | '''Real room value''' is '''base room value''' multiplied by modifier according to | + | '''Real room value''' is '''base room value''' is multiplied by modifier according to its level of openness. |
{| class="wikitable" border="1" cellspacing="0" | {| class="wikitable" border="1" cellspacing="0" | ||
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Furniture cost is added in full (with obvious exception of main bed cost which is affected by openness level). | 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 | + | Engravings are really only one-sided and counts only for the room they are facing. Also, engravings on walls add walue to the room even if the room does not actually include the engraved tile, 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. | External doors do not add to value and tale the tile they are on from the room as well. | ||
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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. | 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 | + | It is unknown if other types of rooms are following these rules, as it is imopssible to tell exact room value for them. |
− | + | There may be additional factors when building rooms in soil, flux or obsidian which were not researched. | |
− | + | Yeah. No flux again on my current map -_- | |
− | + | [[User:Elfy|Elfy]] 04:56, 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 [[ | + | :::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) | ||
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