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{{av}}{{Quality|Masterwork}}
 
 
== What is a room? ==
 
== What is a room? ==
  
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* [[Meeting hall]], defined from a [[well]] or [[table]].
 
* [[Meeting hall]], defined from a [[well]] or [[table]].
 
* [[Sculpture garden]], defined from a [[statue]]. ''(Acts as a meeting hall)''
 
* [[Sculpture garden]], defined from a [[statue]]. ''(Acts as a meeting hall)''
* [[Zoo]], defined from a [[cage]] or [[restraint]]. ''(Acts as a meeting hall)''
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* [[Zoo]], defined from a [[cage]] or [[restraint]].
  
 
=== Private rooms ===
 
=== Private rooms ===
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== Room quality ==
 
== Room quality ==
  
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, [[furniture|furnishings]] and other factors. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].
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Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and [[furniture|furnishings]]. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].
  
 
Rooms can be viewed in the [[building list]] by hitting the {{k|r}} key.
 
Rooms can be viewed in the [[building list]] by hitting the {{k|r}} key.
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=== Influences on room quality ===
 
=== Influences on room quality ===
  
* [[Furniture]] adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any [[decoration]]s. Price adjustments by nobles do not affect this value. Note that [[statue]]s and [[window]]s affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it.
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* [[Furniture]] adds to the quality, <s>by exactly the value of the furniture</s> ''(most likely no longer true)'', which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any [[decoration]]s. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.
* Doors add to room value only if they are set to internal '''and''' the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond.
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* Doors add to room value only if they are set to internal '''and''' the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond (40d).
* Floor and wall grids add to value. This is also affected by material and smoothing.
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* Floor and wall grids add to value. See table below.
* Rooms enclosed in walls have more value than rooms of the same size in open space.
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* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is lowered for those rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
* Overlapping of rooms' space ''may'' negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
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* Any material, stone type or furniture that an assigned dwarf has a [[preference]] for will increase the perceived value of a room for that dwarf - other dwarfs will perceive the standard value.
* Any material, stone type or furniture that an assigned dwarf has a [[preference]] for will increase the perceived value of a room for that dwarf - other dwarves will perceive the standard value.
 
  
 
=== Factors ===
 
=== Factors ===
  
 
==== The room ====
 
==== The room ====
The method by which room value is determined is currently not known.
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Taken from Draxxalon's study. ('''wrong/outdated''') Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below).
  
As an alternative to engraving, floors can be [[construction|constructed]] out of valuable materials (such as [[gold]], [[steel]], [[platinum]], [[aluminum]], or megabeast [[soap]]) in order to increase room value significantly. Constructing a floor on top of an engraving will [[Engraving#Art defacement|destroy]] the engraving, making its creator unhappy.
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{|{|cellpadding="2"
 +
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall
 +
|-
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| Normal rock || 1 || 4 || 1 || 5
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|-
 +
| [[Flux]] || 2 || 14 || 2 || 18
 +
|-
 +
| [[Obsidian]] || 3 || 21 || 3 || 27
 +
|}
 +
 
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* Smoothed and engraved ordinary stone has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on).
 +
 
 +
* Example: a 3x3 Room
 +
XXXXX
 +
X...X
 +
X...X
 +
X....
 +
XXXXX
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As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all plain stone.
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 +
As an alternative to engraving, floors can be [[construction|constructed]] out of valuable materials (such as [[gold]], [[steel]], [[platinum]], [[aluminum]], or megabeast [[soap]]) in order to increase room value significantly. Constructing a floor on top of an engraving will [[Engraving#Art defacement|destroy]] the engraving, making its creator unhappy and possibly making the builder a [[Justice|criminal]].
  
 
==== Furniture ====
 
==== Furniture ====
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.  
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All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The value of doors is unknown but they seem to be counted in somehow. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.  
  
 
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.
 
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.
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| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999
 
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999
 
|-
 
|-
| Fine Quarters* || Fine Dining Room* || Splendid Office* || Fine Tomb* || 1,000 - 1,499
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| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1,000 - 1,499
 
|-
 
|-
| Great Bedroom || Great Dining Room || Throne Room || Mausoleum || 1,500 - 2,499
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| Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1,500 - 2,499
 
|-
 
|-
| Grand Bedroom || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2,500 - 9,999
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| Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2,500 - 9,999
 
|-
 
|-
| Royal Bedroom || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10,000+
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| Royal* Quarters|| Royal* Dining Room || Royal* Throne Room || Royal* Mausoleum || 10,000+
 
|}
 
|}
:''(* enough to give "legendary" thoughts to to any non-noble dwarf)''
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:''(* aka "Legendary")''
  
 
Examples:
 
Examples:
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** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
 
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
 
** A 5x5 room, double detailed floor, good quality furniture.
 
** A 5x5 room, double detailed floor, good quality furniture.
* Grand Bedroom:
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* Grand Quarters:
 
** A 6x6 room with smoothed walls, engraved floors and three ≡exceptional≡ pieces of furniture.
 
** A 6x6 room with smoothed walls, engraved floors and three ≡exceptional≡ pieces of furniture.
 
** A 3x13 room with smoothed walls, engraved floors, six ≡exceptional≡ pieces of furniture and one ☼masterpiece☼.
 
** A 3x13 room with smoothed walls, engraved floors, six ≡exceptional≡ pieces of furniture and one ☼masterpiece☼.
  
=== Saving on nobles' rooms ===
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== Saving on noble's rooms ==
 
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the [[king]] shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.  
 
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the [[king]] shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.  
  
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=== Vaults ===
 
=== Vaults ===
A '''vault''' is a more secure version of a storage room (possibly using a [[stockpile]] of [[gem]]s and [[artifact]]s). To keep thieves out, the [[door]] or [[bridge]] at a vault entrance may be linked to a [[lever]]. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal [[Restrain#Restraints|restrain]]ed in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but [[thieves]] do not trigger mechanics' [[trap]]s or [[pressure plate]]s, so this is purely for aesthetic purposes.
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A '''vault''' is a more secure version of a storage room (possibly using a [[stockpile]] of [[gem]]s and [[artifact]]s). To keep thieves out, the [[door]] or [[bridge]] at a vault entrance may be linked to a [[lever]]. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal&mdash;a watch-animal [[Restrain#Restraints|restrain]]ed in a narrow hall is usually quite effective at spotting thieves. Vaults may be booby-trapped, but [[thieves]] do not trigger mechanics' [[trap]]s or [[pressure plate]]s, so this is purely for aesthetic purposes.
  
 
=== Hospitals ===
 
=== Hospitals ===
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=== Courtyards ===
 
=== Courtyards ===
A '''courtyard''' is a secure above-ground area, where your dwarves are safe from [[invader]]s and most [[creature]]s. Can incorporate [[stockpile]]s, a [[trade depot]], a [[statue garden]], or more.
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A '''courtyard''' is a secure above-ground area, where your dwarfs are safe from [[invader]]s and most [[creature]]s. Can incorporate [[stockpile]]s, a [[Trade Depot]], a [[statue garden]], or more.
  
{{Category|Rooms}}
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[[Category:Rooms]]

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