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Difference between revisions of "40d:Floor"

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A '''floor''' is a [[map tile]] state that creatures can walk on. A floor is formed either naturally (as [[grass]] or soil the ground), by constructing walls (thus creating a floor on the level above) or by building a floor. Floors can be built on natural floors; this distinction is subtle but allows for 'paving'.
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{{quality|Exceptional|13:16, 3 October 2011 (UTC)}}{{av}}
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A '''floor''' is a [[map tile]] that creatures can walk on. A floor is formed:
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# naturally, as the ground (typically [[grass]] or a type of [[soil]] or [[stone]]),
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# by constructing walls (thus creating a floor on the level above), or  
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# by [[Construction|constructing floors]].
  
Constructed floors:
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Floors enclose spaces making the tiles below them [[inside]].
* count as [[construction]]s and cannot have [[wall]]s built upon them
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* can have other types of buildings built upon them, such as workshops
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== Construction ==
* can be muddied and farmed
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Floors may be built using {{k|b}}→{{k|C}}→{{k|f}}, then {{k|u}}, {{k|k}}, {{k|m}} and {{k|h}} to designate a rectangular area.  Building the floor requires either the [[Masonry]] skill (for [[stone]] and [[glass]] floors), the [[Carpenter]] skill (for [[wood]] floors), or any of the [[metalsmith]] skills (for [[metal]] floors).
  
Floors enclose spaces making the tile below them [[inside]].  
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Floors can be constructed on top of existing natural floors; this distinction is subtle but allows for 'paving' (not to be confused with building a [[road]]!). Note that designated constructions, such as stairs dug out of natural soil, can be floored over. Beware the possibility of sealing in your fort when paving your entry hall.  
  
== Construction ==
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Constructed floors:
Floors must be built up tile by tile using {{K|b}} -> {{K|C}} -> {{K|f}}. There is no way to build more than one at a time. Smoothing floors requires the [[Stone Detailing]] skill. Building a stone floor tile requires the [[Masonry]] skill. Building a wooden floor tile requires the [[Carpenter]] skill.
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* count as [[construction]]s and cannot have [[wall]]s built upon them.
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* can have other types of buildings built upon them, such as workshops.
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* can be [[irrigation|muddied]] and subsequently [[farming|farmed]].
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* [[cave-in]] when unsupported, punching through any floor tile in their way.
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* cannot be [[smooth]]ed or [[Engraving|engraved]].
  
== Deconstruction ==
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== Risk of clogging ==
Use caution when deconstructing floors as the dwarves will occasionally stand on them while removing them. This causes them to fall through to the next level down when they finish which can be quite dangerous. If you build a bridge on top of the floor first the dwarves will stand on it, and remove the floors without any problems. The bridges are removed from the edges so there won't be any danger from that. Just remember that the bridge won't support the floors so make sure that you remove the inner most tiles first.
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Natural underground floors can have [[tower-cap]] trees to grow on them if an [[underground river]] has been discovered. This can wreak havoc on reservoirs if a tree grows and blocks a narrow access hall.
  
If the floors created by the construction of a [[wall]] on a lower level are removed than the dwarf removing them will be stuck floating in the air until they are rebuilt. {{ver|0.27.169.33a}}
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This can be prevented by either constructing floors or building a paved [[road]]. This can be a good use for all that extra stone.
  
 
== See Also ==
 
== See Also ==
 
 
*[[Digging]]
 
*[[Digging]]
  
 
{{Buildings}}
 
{{Buildings}}
[[Category:Constructions]]
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{{Category|Constructions}}
[[Category:Map tiles]]
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{{Category|Map tiles}}

Latest revision as of 14:56, 8 December 2011

This article is about an older version of DF.

A floor is a map tile that creatures can walk on. A floor is formed:

  1. naturally, as the ground (typically grass or a type of soil or stone),
  2. by constructing walls (thus creating a floor on the level above), or
  3. by constructing floors.

Floors enclose spaces making the tiles below them inside.

Construction[edit]

Floors may be built using bCf, then u, k, m and h to designate a rectangular area. Building the floor requires either the Masonry skill (for stone and glass floors), the Carpenter skill (for wood floors), or any of the metalsmith skills (for metal floors).

Floors can be constructed on top of existing natural floors; this distinction is subtle but allows for 'paving' (not to be confused with building a road!). Note that designated constructions, such as stairs dug out of natural soil, can be floored over. Beware the possibility of sealing in your fort when paving your entry hall.

Constructed floors:

  • count as constructions and cannot have walls built upon them.
  • can have other types of buildings built upon them, such as workshops.
  • can be muddied and subsequently farmed.
  • cave-in when unsupported, punching through any floor tile in their way.
  • cannot be smoothed or engraved.

Risk of clogging[edit]

Natural underground floors can have tower-cap trees to grow on them if an underground river has been discovered. This can wreak havoc on reservoirs if a tree grows and blocks a narrow access hall.

This can be prevented by either constructing floors or building a paved road. This can be a good use for all that extra stone.

See Also[edit]


Rooms
Furniture
Animal trapAnvilArmor standBedBinBucketCabinetCageCoffinContainerRestraintSeatStatueTableWeapon rack

Access
DoorFloodgateBarsGrateFloor hatchBridgeRoadWindow
Constructions
Machine & Trap parts
Other Buildings
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