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Difference between revisions of "40d:Building"

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(added a very helpful overview.)
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'''This section is valid as of version 40d.'''
 
'''This section is valid as of version 40d.'''
  
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. My hypothesis is that Toady hasn't implemented constructions that actually act as terrain, they are merely part of a "building" attribute. When you build a down stair over a terrain down stair, for example, the down stair is added as a "construction" attribute. Tiles with a building attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.
+
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a "construction" attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a "construction" attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.
  
The reason you can't build a wall on a constructed floor is probably that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.
+
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.
  
 
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.
 
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.

Revision as of 07:12, 27 October 2008

A building is a structure that can be placed from the build menu. Some buildings are made with furniture from a workshop, which can then be made into rooms. Building tasks and preferences are changed with the building tasks/prefs command q.

Building Technicalities

This section is valid as of version 40d.

The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a "construction" attribute.[Verify] When you build a down stair over a terrain down stair, for example, the down stair is added as a "construction" attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.

The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.

The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.

Legend

Yes Constructions can coexist
No Constructions conflict
S Vertically supported by construction/terrain
X Not vertically supported by construction/terrain
H Horizontally supported by construction/terrain
Z Not horizontally supported by construction/terrain
? Untested, undetermined, or not applicable
Workshop Other Buildings Terrain Floor Terrain Up Stair Terrain Down Stair Up Slope Down Slope Constructed Floor Constructed Up Stair Constructed Down Stair Up Ramp Down Ramp No Floor
Workshop No(XZ) No(XZ) Yes(X?) No(XZ) No(??) No(??) No(??) Yes(??) No(??) No(??) No(??) No(??) No(??)
Other Buildings No(??) No(??) Yes(??) No(??) No(??) No(??) No(??) Yes(??) No(??) No(??) No(??) No(??) No(??)
Constructed Floor No(??) No(??) Yes(??) Yes(??) Yes(??) Yes(??) Yes(??) No(??) No(??) No(??) No(??) Yes(XZ) Yes(??)
Constructed Wall No(??) Yes(??) Yes(??) Yes(??) Yes(??) Yes(??) Yes(??) No(??) Yes(??) Yes(??) No(??) Yes(XZ) Yes(??)
Constructed Up Stair No(??) No(??) Yes(??) Yes(??) Yes(??) Yes(??) Yes(??) No(??) No(??) No(??) No(??) Yes(XZ) Yes(??)
Constructed Down Stair No(??) No(??) Yes(Z) No(??) Yes(??) No(??) No(??) No(??) No(??) No(??) No(??) No(??) Yes(??)
Up/Down Stair No(??) No(??) Yes(??) No(??) Yes(??) No(??) No(??) No(??) No(??) No(??) No(??) No(??) Yes(??)
Ramp No(??) No(??) Yes(??) Yes(??) Yes(??) Yes(??) Yes(??) No(??) No(??) No(??) No(??) Yes(XZ) Yes(??)

It might be that Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned. Strangely, floors won't connect to a tile which has a tree on it. Attempting to build a constructed floor where terrain floor already exist will replace it. Building a wall without a floor above it will cause a floor to be built on the wall, however a constructed wall will never replace anything existing above it with floor. Also, the floors that are on top of constructed wall don't appear to get in the way of anything any more than a terrain floor. If you try to build a new floor on top of a wall it will only temporarily replace the old floor, deconstructing the new floor will bring back the old one. Walls can't be built on constructed floors, but they can be built on top of constructed walls.

List of buildings


Rooms
Furniture
Animal trapAnvilArmor standBedBinBucketCabinetCageCoffinContainerRestraintSeatStatueTableWeapon rack

Access
DoorFloodgateBarsGrateFloor hatchBridgeRoadWindow
Constructions
Machine & Trap parts
Other Buildings
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