v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Construction

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior}}
+
{{Migrated_article}}
{{av}}
+
{{quality|Exceptional|17:46, 1 October 2010 (UTC)}}{{av}}{{Buggy}}
{{Further information|Mega construction}}
 
[[File:construction_preview_anim.gif|thumb|198px|right|A dwarf constructing a [[still]].]]'''Constructions''' are buildings such as [[floor]]s, [[wall]]s, and [[stairs]]. They can be made of [[boulder]]s, [[log]]s, [[block]]s, and [[bar]]s of any solid material—including [[wood]], [[stone]], [[metal]], [[glass]], [[clay]], and even [[soap]]—and are accessible in the {{k|b}}uild-{{k|C}}onstruction menu. One exception is the [[Minecart|track stop]], found in the construction submenu even though it is a regular [[building]].
 
  
Unlike most objects accessed from the {{k|b}}uild menu, constructions are treated as inert terrain features when completed, with a few limitations as described below.  Additionally, constructions can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow [[removal]], suspension, and an idea of the current status before the construction is complete.
+
'''Constructions''' are buildings such as [[floor]]s, [[wall]]s and [[stairs]]. They can be made of any solid material, including [[wood]], [[stone]], [[metal]] or [[glass]], and are accessible in the {{k|b}}uild-{{k|C}}onstruction menu. One exception is the [[Minecart|track stop]], found in the construction submenu even though it is a regular [[building]].
 +
 
 +
Unlike most objects accessed from the {{k|b}}uild menu, Constructions are treated as inert terrain features when completed, with a few limitations as described below.  Additionally, constructions can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow [[removal]], suspension, and an idea of the current status before the Construction is complete.
  
 
== Required labors ==
 
== Required labors ==
  
In order to make a construction, a dwarf must have the "Wall/Floor Construction" [[labor]] enabled, found under the "Other Jobs" heading.
+
In order to make a construction, a dwarf with the appropriate [[labor]] is required. [[Wood]] requires [[carpentry]]; [[stone]], [[glass]], and [[soap]] require [[masonry]], and [[metal]] requires any form of [[metalsmithing]]. No experience is granted when building constructions.
  
The [[mining]] labor is required for removing constructions, regardless of the material the construction is made from.
+
No labor is required for removing constructions - [[noble]]s and [[child]]ren can and will tear down walls given the opportunity.
  
== Constructions and mines ==
+
== Constructions and Designated formations ==
  
Constructions are similar to [[Mining|mined out formations]]. However, unlike the [[wall]]s and [[floor]]s surrounding [[Mining|mined]] or [[channel]]ed spaces, constructed features cannot be smoothed, or carved into minecart tracks unless blocks are used, though they can be engraved. In order to construct [[smoothing|smooth]] stone [[wall]]s and [[floor]]s, [[block]]s need to be used in place of raw [[stone]]; smooth constructions can be engraved as normal. [[Wood]], [[metal]], and [[glass]] constructions are not considered either rough or smooth, but in the case of wood, building with [[block]]s will increase room value - [[metal]] [[bar]]s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.
+
Constructions are similar to [[Mining|designated formations]]. However, unlike the [[wall]]s and [[floor]]s surrounding [[Mining|mined]] or [[channel]]ed spaces, constructed features cannot be smoothed, engraved, or carved into minecart tracks. In order to construct [[smoothing|smooth]] stone [[wall]]s and [[floor]]s, [[block]]s need to be used in place of raw [[stone]]. [[Wood]], [[metal]], and [[glass]] constructions are not considered either rough or smooth, but in the case of wood, building with [[block]]s will increase room value - [[metal]] [[bar]]s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.
  
== Order of construction ==
+
== Order of Construction ==
  
Constructions, when equidistant to dwarf{{Verify}}, are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished.  
+
Constructions are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished.  
  
The sole exception to LIFO is if you place a single multi-tile order (by using the {{k|u}}/{{k|k}} keys, to expand the footprint of the construction), as in the case of a long bridge or walkway over a gap or river. Then, that will be built logically, from connected locations out, but it, as a single "order", will be addressed in sequence according to the rules of LIFO.
+
Respecting the LIFO order is also necessary to efficiently and correctly construct [[Tower|multi-z-level walls]].
  
Respecting the LIFO order is also necessary to efficiently and correctly construct [[Tower (project)|multi-z-level walls]].
+
See also: [[Mega construction]]
  
 
==Destruction==
 
==Destruction==
Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are completed, they become map tiles, which are effectively indestructible. Constructions are generally inert, resisting [[building destroyer]]s, but will be destroyed if [[magma]] and [[water]] can interact in the square of the construction to form [[obsidian]], or in a [[cave-in]].  Building and removing a construction can change the floor it is built upon to a default value, removing things like [[engraving]]s and the "magma flow" floor above [[semi-molten rock]].
+
Constructions are generally inert, resisting [[building destroyer]]s, but will be destroyed if [[magma]] and [[water]] can interact in the square of the construction to form [[obsidian]], or in a [[cave-in]].  Building and removing a construction can change the floor it is built upon to a default value, removing things like [[engravings]] and the "magma flow" floor above [[semi-molten rock]].
 
 
==Impact on framerate==
 
Constructions introduce slowdowns from two angles:
 
# It has to keep track of the original item (though there is a DFHack plugin which will delete the item and flag the construction as "recreate the item from scratch when you deconstruct it"), which means that general item lookups take slightly longer (it's done via binary search, so you'd only notice significant slowdowns each time the item count in your fortress doubles).
 
# It has to keep track of what the construction is made of, using a separate structure that needs to be looked up for each constructed tile that is visible on the screen. These also use binary searches, though with three values (X+Y+Z coordinates) instead of just one so they're a little bit slower. Typically, you only get noticeable slowdowns when you're building something on the scale of [http://www.bay12forums.com/smf/index.php?topic=43679.0 FlareChannel].
 
  
 +
==Bugs==
 +
* Removing ({{k|d}}-{{k|n}}) construction causes items nearby (in the same 16x16 map square as the construction) to "teleport" to the same location as the material used in the construction. {{Bug|5994}}
  
{{Category|Constructions| }}
+
{{Category|Constructions}}
[[ru:Construction]]
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: