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v0.31 Talk:Construction

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Too close to edge

I tried to damp the brook (see project at my page) and got strange warning when tried to place a wall closer than 6 squares from map edge - Too close to edge. The Fortifications show the same warning, while other constructions - floors, stairs, ramps can be easily built.

Also, some of buildings/furniture refuse to be placed near the edge:
Beds, chairs, tables, coffins cannot be placed anywhere outside. When closer than 6 squares to map edge it shows "too close" warning, elsewhere it shows "must be inside"
Armor stands, doors, floodgates, floor hatches, floor or wall grates, floor or bertical bars, cabinets, containers, trap components, supports, restraints, cages, archery targets, machine conponents - cannot be placed at outside squares closer than 6 squares to map edge - shows "too close" warning. Inside squares are ok anywhere.
Bridges can be placed anywhere (what about raising bridge, that transforms into a wall? experiments needed!). Roads behave the same.
Workshops, furnaces, kennels, farm plots should be at least 6 squares away from edge. Trade depot - even 10 squares!
Statues, windows, well, siedge engines weren't tested. --Peregarrett 07:54, 19 April 2010 (UTC)

That's all as expected from previous versions. Btw, are you damming or damping your brook? ;) --Birthright 14:45, 19 April 2010 (UTC)
Damn that brook! Always meddling, always interfering! I'll get you next time... NEXT TIME! --Zombiejustice 16:12, 19 April 2010 (UTC)
Damming of course. =) But damning also.
But that feature with constructions was a bit discouraging, and the agorithm is kind of confusing here. I think it should be added somewhere to wiki page--Peregarrett 06:49, 20 April 2010 (UTC)
Damning? Wouldn't that require diverting the flow down into Hell? --Onul Rigothzas 08:37, 16 July 2010 (UTC)

Deconstructing floors onto a dwarf's head

If I deconstruct a floor, it drops the stone/block onto the space below. If that space is occupied by a dwarf, will it injure them? I'm trying to devise a safe way to build large buildings without trapping dwarves or injuring them etc and this is an issue that keeps nagging me. If it's possible to squash dwarves with deconstructed floor tiles, how do I safely deconstruct them? ie. keep dorfs out from underneath while I'm deconstructing?--208.81.12.34 19:29, 30 June 2010 (UTC)

Seems that falling stone injures no one. I had a shaft 10 floors deep designed as garbage dump and quite traffic at landing zone. No dwarves were hurt. Stone does damage only from stone traps or catapults.
Anyway, you can use burrows or restricted traffic areas to keep them out. Peregarrett 10:24, 1 July 2010 (UTC)
Items and liquids that just fall down don't count as projectiles and damage no one. Falling deconstructed cave-ins however can damage dwarves and generate dust knocking them out and pushing them over the edge (literally).--Another 12:40, 4 October 2010 (UTC)

Order of construction

If i place for example a wall 10 squares long at once, is there any order in which those sections will be build? I mean, is it always kind of "west first, east second, north first, south second"? Sequent builds go as LIFO, and what about internal order of construction?

Helpful trick for preventing Dwarfs from getting stuck behind walls.

I can't remember where I learned this, either from forums, or an old discussion here on the wiki, but in 40d, I read somewhere a quick trick that keeps dwarfs from getting stuck on the wrong side of walls when building them, and I thought I might as well suggest it to see what others thought of it. For further control when making large projects when you don't want to trap a dwarf, you can also designate walls on tiles you don't want dwarfs to step on, and suspend them. Dwarfs will not walk on these walls if they can avoid it. Example: If you're creating a East-West wall, and you don't want your dwarfs to go North of it, designate your wall, and then create a second series of wall constructions directly to the right of the wall to the North of what you wanted to build and suspend them.

Bad text picture:

Death

SSSSSSSSS

(Ignore this empty space put here so that the S and Os would stop being on the same line)

OOOOOOOOO

Happy, not dead Dwarfs

Where O is the wall you want to build your wall, and S is the row of suspended wall tiles. The Dwarfs will not step on the S tiles, or cross them, if they can prevent it and have no reason to (such as "Goblin Christmas). Afterward, you can just remove the suspended designations, and your dwarfs won't build the last tile from the wrong side and trap themselves. --Alkyon 02:25, 16 July 2010 (UTC)



I just added a bit to the section on avoiding entrapment. I just discovered that, in .25 at least, you can Restrict a tile and the dwarf won't stand there to build and get trapped. In my situation, I had a floor tile with a pressure plate inside the cistern north of the wall I wanted to build, and a spot for the dwarf to stand south of that wall location. I couldn't build a suspended wall on the pressure plate, so the dwarf tried to stand there. On a whim I set the pressure plate to Restricted d-o and suspended the wall build then reactivated it once the dwarf started walking away. When he came back he did not stand on the pressure plate to build the wall. I can't be sure this will always work but thought I'd add it. --Krenshala 20:33, 7 May 2011 (UTC)

Removing construction

I recommend using (d,o,r) restricted traffic zone on the dangerous tiles, for guiding "remove stuff from the safe side". --TomiTapio 21:36, 18 July 2010 (UTC)

Deconstruction and base rock type

I think it should be noted somewhere in this page that constructing, say, a floor over non-base rock cavern floor (like a cavern floor made of mica, which is a large cluster type stone in quartzite) and then deconstructing it will revert the tile to the base rock type (quartzite in the example). Same technique is suggested when one tries to remove driftwood or pebbles.

For those who care about one-color smooth floors of their fortresses this may prove handy, but from the realistic standpoint it's more of a bug.

  • This bug is bad if you were counting on that platinum floor to increase a room's value later on. But then why did you cover it up? -- Maunder 04:03, 12 October 2010 (UTC)