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{{Quality|Exceptional}}
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{{migrated article}}
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{{Translation
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| dwarven = tun
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| elvish  = beÿa
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| goblin  = sustgo
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| human  = as
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}}
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{{Quality|Unrated}}
 
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{{Buggy|withoutbugsection=1}}
 
{{Buggy|withoutbugsection=1}}
[[File:door_v50_anim.gif|right]]'''Doors''' are pieces of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s, and liquids, and to define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support*. Doors appear using different [[Tilesets|graphical tiles]] depending on their material.
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[[File:Florença - Portões do Paraíso (146).jpg|thumb|140px|right|A bronze door, decorated with gold.]]'''Doors''' are pieces of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s, and liquids, and to define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support*. Doors appear using different [[Tilesets|graphical tiles]] depending on their material.
  
 
: (* Note that a tile of [[tree|tree roots]] is ''not'' adequate for this purpose.)
 
: (* Note that a tile of [[tree|tree roots]] is ''not'' adequate for this purpose.)
  
 
==Materials==
 
==Materials==
Doors can be made of [[stone]] ([[File:stone_door_sprite.png|23px]] / {{Raw Tile|┼|0:7:0}}), [[metal]] ([[File:metal_door_sprite.png|23px]] / {{Raw Tile|≡|6:4:0}}), [[glass]] ([[File:glass_door_sprite.png|23px]] / {{Raw Tile|O|2:2:1}}), and [[wood]] ([[File:wood_door_sprite.png|23px]] / {{Raw Tile|║|0:6:0}}). [[Artifact]] doors can also be made from [[gem]] ([[File:gem_door_sprite.png|23px]] / {{Raw Tile|☼|7:2:0}}) and [[bone]] ([[File:bone_door_sprite.png|23px]] / {{Raw Tile|║|0:7:0}}). A glass door is called a '''portal'''.
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Doors can be made of [[stone]] ({{Raw Tile|┼|0:7:0}}), [[metal]] ({{Raw Tile|≡|6:4:0}}), [[glass]] ({{Raw Tile|O|2:2:1}}), and [[wood]] ({{Raw Tile|║|0:6:0}}). [[Artifact]] doors can also be made from [[gem]] ({{Raw Tile|☼|7:2:0}}) and [[bone]] ({{Raw Tile|║|0:7:0}}). A glass door is called a '''portal'''.
  
 
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors require 3 bars to produce.
 
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors require 3 bars to produce.
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==Usage==
 
==Usage==
 
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]A door has three main settings:
 
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]A door has three main settings:
* '''{{k|l}} Passable/Forbidden''': This {{k|l}}ocks or un{{k|l}}ocks the door to (most) all creatures. The door cannot be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], wild and tame [[animals]], and most [[invader]]s will all be unable to pass. However, [[Thief|thieves]] can pick the locks of forbidden doors, and [[Building destroyer|building destroyers]] such as [[Troll|trolls]] will simply smash them down. [[Ghost|Ghosts]] can also open forbidden doors, leaving them passable after passing through.
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* '''{{k|l}} Permit Passage/Forbid Passage''': This {{k|l}}ocks or un{{k|l}}ocks the door to (most) all creatures. The door cannot be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], wild and tame [[animals]], and most [[invader]]s will all be unable to pass. However, [[Thief|thieves]] can pick the locks of locked doors, and [[Building destroyer|building destroyers]] such as [[Troll|trolls]] will simply smash them down. [[Ghost|Ghosts]] can also open locked doors, leaving them unlocked after passing through. After invaders take one of your doors, any member of your fort, including pets, can take it back for you.
  
 
: (Note: This does not "[[Forbid]]" the door itself in the usual sense. It only "forbids <u>passage</u>" - an unfortunate choice of words, perhaps, but hopefully not too confusing. Just think of {{k|l}}ock/un{{k|l}}ock and you'll be fine.)
 
: (Note: This does not "[[Forbid]]" the door itself in the usual sense. It only "forbids <u>passage</u>" - an unfortunate choice of words, perhaps, but hopefully not too confusing. Just think of {{k|l}}ock/un{{k|l}}ock and you'll be fine.)
  
 
<!--This was removed in v50, might return...? *'''{{k|o}} Keep Tightly Closed/Make Pet-passable''': This determines whether a door is left {{k|o}}pen to animals, allowing them to pass on their own. If set to "tightly closed", then dwarves, invaders and other sentient creatures will not be hindered, but animals will typically be unable to pass through. Note that animals may still be able to dart past the door for the short time it is open while a dwarf or other sentient creature goes through.  (Or, say, a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out those 500 ravenous [[Dog|Wardogs]].]) Because of [[path]]finding issues, this setting has been known to cause game lag.{{bug|797}} Obviously, if a door is {{k|l}}ocked, neither animals nor others may pass.-->
 
<!--This was removed in v50, might return...? *'''{{k|o}} Keep Tightly Closed/Make Pet-passable''': This determines whether a door is left {{k|o}}pen to animals, allowing them to pass on their own. If set to "tightly closed", then dwarves, invaders and other sentient creatures will not be hindered, but animals will typically be unable to pass through. Note that animals may still be able to dart past the door for the short time it is open while a dwarf or other sentient creature goes through.  (Or, say, a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out those 500 ravenous [[Dog|Wardogs]].]) Because of [[path]]finding issues, this setting has been known to cause game lag.{{bug|797}} Obviously, if a door is {{k|l}}ocked, neither animals nor others may pass.-->
*'''{{k|s}} Set as Internal/Set as External''': A door {{k|s}}et as "internal" will not block room expansion in the [[room]]-designating interface. This setting is not available in the premium version.
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*'''{{k|s}} Set as Internal/Set as External''': A door {{k|s}}et as "internal" will not block room expansion in the [[room]]-designating interface.
* '''Captured/not captured''': Invaders can capture your doors, when they pass through an open door. It is not possible to change a doors Passable/Forbidden setting when it is captured. Any member of your fort can retake a captured door by passing through it. This includes pets.
 
  
{{Translation
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Doors can be connected to [[lever]]s or [[pressure plate]]s to open on command. A door that is connected to a lever ''cannot'' be opened and closed by a dwarf or animal any longer; it can only be opened and closed by pulling the lever.
| dwarven = tun
 
| elvish  = beÿa
 
| goblin  = sustgo
 
| human  = as
 
}}Doors can be connected to [[lever]]s or [[pressure plate]]s to open on command. A door that is connected to a lever ''cannot'' be opened and closed by a dwarf or animal any longer; it can only be opened and closed by pulling the lever.
 
  
 
Doors also halt the movement of liquids ([[water]] and [[magma]]) in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough. The main differences between a door and a floodgate for fluid containment are:
 
Doors also halt the movement of liquids ([[water]] and [[magma]]) in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough. The main differences between a door and a floodgate for fluid containment are:
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==Advanced Door Construction==
 
==Advanced Door Construction==
[[Image:DFwikiSteelDoor.png|thumb|right|A steel door next to a constructed steel wall.]]
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[[File:DFwikiSteelDoor.png|right|]]
 
The ''placement'' requirement for a door is that it must be positioned cardinally adjacent to a wall ''at the time of placement designation''. That wall does not need to exist when the door is being constructed, nor does that wall need to exist for the door to continue to exist after it has been constructed.  Thinking on this, one might discover that doors can be placed side by side in continuous strings, given a little extra effort.
 
The ''placement'' requirement for a door is that it must be positioned cardinally adjacent to a wall ''at the time of placement designation''. That wall does not need to exist when the door is being constructed, nor does that wall need to exist for the door to continue to exist after it has been constructed.  Thinking on this, one might discover that doors can be placed side by side in continuous strings, given a little extra effort.
 
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<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>.....
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* A door destroys any fluid on its tile when it closes.
 
* A door destroys any fluid on its tile when it closes.
  
* If any invaders do move past a door (locked or unlocked), they will "take control" of the door and you will be unable to change any lock settings. If you can successfully move a squad through that door, it will be retaken to your control, but the door will be returned in an unlocked state.
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* If any invaders do move past a door (locked or unlocked), they will "take control" of the door and you will be unable to change any {{K|q}}-settings. If you can successfully move a squad through that door, it will be retaken to your control, but the door will be returned in an unlocked state. A door set to be tightly-closed to animals will remain tightly closed when you retake it.
  
* Locked doors unlocked by ghosts, unlike those taken by invaders, can be immediately re-locked by the player as soon as the ghost finishes passing through.
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* Locked doors unlocked by ghosts, unlike those taken by invaders, can be immediately re-locked by the player using the {{K|q}} menu as soon as the ghost finishes passing through.
  
 
* Doors are a vital, if somewhat double-edged, component of [[Fortress defense]]. You could build your own shogunate castle by replacing your walls with doors, a tactic which will disorient your enemies with unlimited pathfinding options and provide your Hammerdwarves with excellent ambushing potential. Be warned, though: just as rice-paper walls have trouble keeping grown men at bay, you're going to have some [[fun]] with building destroyers. And thieves. Your haulers won't mind.
 
* Doors are a vital, if somewhat double-edged, component of [[Fortress defense]]. You could build your own shogunate castle by replacing your walls with doors, a tactic which will disorient your enemies with unlimited pathfinding options and provide your Hammerdwarves with excellent ambushing potential. Be warned, though: just as rice-paper walls have trouble keeping grown men at bay, you're going to have some [[fun]] with building destroyers. And thieves. Your haulers won't mind.

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