|This article is about an older version of DF.|
A wall is a either a map tile or a construction that blocks access to creatures. The appearance of a constructed wall is similar to that of a smoothed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level buildings such as towers complete with roofs by creating floors on the layer above. A wall fills the tile it is in and creates a walkable space above it.
As explained on the digging page, naturally occurring walls can be dug out using the esignations ig command, or channel command. These tasks are carried out by dwarves with the mining labor activated.
Natural walls can be designated for moothing and ngraving to improve the appearance and value of the wall. These tasks are carried out by dwarves with the stone detailing labor activated.
As of v0.28.181.39a, walls can be built en masse. To do this, use the uild -> onstruction -> all command. The keys ,, and are used to change size. (In earlier versions without this feature, constructions were placed as single tiles.) Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square. Diagonals can neither be built from, nor will they support constructions.
The important thing to remember is that all walls, floors and anything built with the - keys are LIFO - "Last In, First Out". 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 on top of a constructed floor.
It is important to be careful when building around bridges. Dwarves consider constructions adjacent to bridges to be accessible for the purpose of building them, even though upon completion the wall will suddenly turn Wile E. Coyote and plummet in a cloud of dust, which can both directly injure any dwarves nearby and sweep them off the bridge and into oblivion.
Floors below and walls or floors up, down, left or right from a construction are the only ways to support one. Beware, as collapsing constructions will smash though every floor underneath them, even natural ones, until hitting a z-level occupied by solid stone or soil. Walls made of wood must be built by a carpenter, metal walls by any metalworker, and all other wall types (stone, charcoal, soap, etc.) use masonry.
Constructed walls cannot be engraved, but can be carved into fortifications (esignate - crve fortifications). This is faster than deconstructing them, and they can still be deconstructed and then reconstructed to become walls again. If the floor under a wall is engraved, the engraving will be placed upon the wall, instead, and will be restored to its original position if the wall is deconstructed.
Normal walls are considered 'rough'. By using stone, wood, metal, or glass blocks, higher quality constructions can be built with increased value. This can be particularly important when trying to maximize the value of a noble's room. Carving blocks is a good way to train the masonry, carpentry, metalsmithing and glassmaking skills, as blocks have no quality modifier. Raw materials, on the other hand, are ideal for temporary or makeshift constructions as they can be taken down with no loss of resources, whereas blocks can only be used for construction.
To remove a wall, open the esignations menu and select Remove Construction.
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|Access||Door • Floodgate • Bars • Grate • Floor hatch • Bridge • Road • Window|
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|Machine & Trap parts||Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever|
Pressure plate • Trap • Support
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