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Difference between revisions of "40d Talk:Building"

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:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)
 
:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)
 
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)
 
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)
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:We don't know that there _is_ separate data for a wall-floor that is associated with the Z+1 tile, and I strongly suspect there is not. [[User:Random832|Random832]] 09:06, 29 October 2008 (EDT)

Revision as of 13:06, 29 October 2008

Currently Organized by their menus under (b).

  • Armor Stand (a) - Needs armor stand
  • Bed (b) - Needs bed
  • Seat (c) - Needs chair or throne
  • Burial Receptacle (n) - Needs coffin
  • Door (d) - Needs door
  • Floodgate (x) - Needs floodgate
  • Floor Hatch (H) - Needs hatch cover
  • Wall Grate (W) - Needs grate
  • Floor Grate (G) - Needs grate
  • Vertical Bars (B) - Needs bars
  • Floor Bars (Alt+b) - Needs bars
  • Cabinet (f) - Needs
  • Container (h) - Needs
  • Kennels (k) - Needs
  • Farm Plot (p) - Needs
  • Weapon Rack (r) - Needs weapon rack
  • Statue (s) - Needs statue
  • Table (t) - Needs table
  • Paved Road (o) - Needs
  • Dirt Road (O) - Needs
  • Bridge (g) - Needs
  • Well (l) - Needs blocks, empty bucket, chain, mechanisms
  • Siege Engines (i)
    • Ballista (b) - Needs 3 ballista parts
    • Catapult (c) - Needs 3 catapult parts
  • Workshops (w)
    • Leather Works (e) - Needs
    • Quern (q) - Needs quern
    • Millstone (M) - Needs millstone, mechanisms
    • Loom (o) - Needs
    • Clothier's Shop (k) - Needs
    • Bowyer's Workshop (b) - Needs
    • Carpenter's Workshop (c) - Needs
    • Metalsmith's Forge (f) - Needs
    • Jeweler's Workshop - Needs
    • Mason's Workshop - Needs
    • Butcher's Shop - Needs
    • Tanner's Shop - Needs
    • Craftsdwarf's Workshop (r) - Needs
    • Siege Workshop (s) - Needs
    • Mechanic's Workshop (t) - Needs
    • Still (l) - Needs
    • Farmer's Workshop (w) - Needs
    • Kitchen (z) - Needs
    • Fishery (h) - Needs
    • Alchemist's Laboratory (a)
    • Ashery (y) - Needs blocks, empty barrel, empty bucket
    • Dyer's Shop (d) - Needs empty barrel, empty bucket
  • Furnaces (e)
    • Wood Furnace (w) - Needs
    • Smelter (s) - Needs
    • Glass Furnace (g) - Needs
    • Kiln (k) - Needs
  • Glass Window (y) - Needs window
  • Gem Window (Y) - Needs 3 cut gems
  • Wall/Floor/Stairs (C)
    • Wall (w) - Needs
    • Floor (f) - Needs
    • Ramp (r) - Needs
    • Up Stair (u) - Needs
    • Down Stair (d) - Needs
    • Up/Down Stair (x) - Needs
    • Fortification (F) - Needs
  • Trade Depot (D) - Needs
  • Traps/Levers (T)
    • Stone-Fall Trap (s) - Needs mechanisms
    • Weapon Trap (w) - Needs mechanisms, item
    • Lever (l) - Needs mechanisms
    • Pressure Plate (p) - Needs mechanisms
    • Cage Trap (c) - Needs mechanisms
    • Upright Spear/Spike (S) - Needs item
  • Machine Components (M)
    • Screw Pump (s) - Needs
    • Water Wheel (w) - Needs
    • Windmill (m) - Needs
    • Gear Assembly (g) - Needs
    • Horizontal Axle (h) - Needs
    • Vertical Axle (v) - Needs
  • Support (S) - Needs
  • Animal Trap (m) - Needs empty animal trap
  • Restraint (v) - Needs chain
  • Cage (j) - Needs cage
  • Archery Target (A) - Needs

User Talk

I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article. Renditelitan 22:49, 29 October 2007 (EDT)

Building skill

Question: What skill does constructing buildings use? Does it depend on the materials?

Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled. It depends on the building. Beds, doors, statues, tables, chairs, and the like require the "furniture hauling" labor. For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors. Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --Marble Dice 17:59, 2 June 2008 (EDT)

Added Building Technicalities section.

It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --Xonara

Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --Xonara 03:53, 25 October 2008 (EDT)

Refined table.

I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --Xonara 20:13, 26 October 2008 (EDT)

Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as "yes." --Xonara 22:04, 26 October 2008 (EDT)

Took out bug.

I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up.
"Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was." --Xonara 23:26, 26 October 2008 (EDT)

I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.[Verify] I hope this helps, and keep up the good work! --RomeoFalling 02:57, 27 October 2008 (EDT)
Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --Xonara 03:03, 27 October 2008 (EDT)

Proof that wall-floors are constructions.

Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --Xonara 03:31, 27 October 2008 (EDT)

The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. Random832 11:28, 27 October 2008 (EDT)
We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --Xonara 04:12, 29 October 2008 (EDT)
We don't know that there _is_ separate data for a wall-floor that is associated with the Z+1 tile, and I strongly suspect there is not. Random832 09:06, 29 October 2008 (EDT)