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{{Quality|Masterwork}}
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{{Quality|Tattered}}
 
{{av}}  
 
{{av}}  
 
[[Image:Zones menu v50.03.png|right]]
 
[[Image:Zones menu v50.03.png|right]]
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Unlike [[stockpiles]], multiple zones can overlap.
 
Unlike [[stockpiles]], multiple zones can overlap.
  
For select zone types, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.
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For select zone types, you can change from Paint to Multi mode, in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.
  
 
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.
 
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.
  
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.
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In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.
  
 
== Zone Types ==
 
== Zone Types ==
  
 
=== Meeting area ===
 
=== Meeting area ===
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
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'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
  
 
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).
 
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).
 
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.
 
  
 
=== Office ===
 
=== Office ===
 
{{main|Office}}
 
{{main|Office}}
  
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.
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An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].
  
 
=== Bedroom ===
 
=== Bedroom ===
 
{{main|Bedroom}}
 
{{main|Bedroom}}
  
[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet or with low orderliness [[personality trait]] will scatter their old clothing everywhere.
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A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]].
  
 
=== Dormitory ===
 
=== Dormitory ===
 
{{main|Dormitory}}
 
{{main|Dormitory}}
  
[[File:bedroom_medium_icon.png|right]]A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep. However, sleeping in dormitory will generate a negative thought(embarrassed after sleeping without a proper room).
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A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep.
  
 
=== Dining hall ===
 
=== Dining hall ===
 
{{main|Dining hall}}
 
{{main|Dining hall}}
  
[[File:dining_medium_icon.png|right]]A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].
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A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].
  
 
=== Barracks ===
 
=== Barracks ===
 
{{main|Barracks}}
 
{{main|Barracks}}
  
[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.
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A Barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.
  
 
=== Pen/Pasture ===
 
=== Pen/Pasture ===
 
{{main|Pasture}}
 
{{main|Pasture}}
  
[[File:pasture_medium_icon.png|right]]A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the "grazer" token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.
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A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the "grazer" token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.
  
 
=== Archery range ===
 
=== Archery range ===
 
{{main|Archery range}}
 
{{main|Archery range}}
 
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The markdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of easy to set up and much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.
 
  
 
=== Pit/Pond ===
 
=== Pit/Pond ===
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}}
 
}}
  
[[File:pit_medium_icon.png|right]]A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.
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A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.
  
 
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage.  
 
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage.  
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=== Garbage Dump ===
 
=== Garbage Dump ===
 
{{main|Garbage dump}}
 
{{main|Garbage dump}}
[[File:trash_medium_icon.png|right]]Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.
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Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.
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The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.
  
 
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.
 
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.
 
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.
 
  
 
=== Water source ===
 
=== Water source ===
[[File:water_medium_icon.png|right]]Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.
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Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.
  
 
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.
 
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.
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=== Animal Training ===
 
=== Animal Training ===
 
{{main|Animal Training}}
 
{{main|Animal Training}}
[[File:animaltraining_medium_icon.png|right]]An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]].  
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An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]].  
 
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.
 
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.
  
 
=== Dungeon ===
 
=== Dungeon ===
 
{{main|Jail}}
 
{{main|Jail}}
[[File:dungeon_medium_icon.png|right]]A dungeon is a room designed for [[justice|dwarven justice]]; and in each room there must be 1 [[cage]] (must be metal) or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s ban on export, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoner(Provided you designate a food&drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].
 
  
 
=== Tomb ===
 
=== Tomb ===
 
{{main|Tomb}}
 
{{main|Tomb}}
[[File:tomb_medium_icon.png|right]]A tomb is designated to a specific dwarf, or a pet's corpse to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an "inferior" dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[Room value|desired rank]] Nobles may also store certain favored objects in their tombs. It is unclear on how the game considers a dwarf to be properly buried in a tomb if they have multiple lost body parts like tooth.
 
  
 
=== Fishing ===
 
=== Fishing ===
[[File:fishing_medium_icon.png|right]]Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.
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Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.
  
 
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.
 
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.
  
 
=== Gather Fruit ===
 
=== Gather Fruit ===
[[File:gather_medium_icon.png|right]]This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.
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This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.
  
 
=== Sand collection ===
 
=== Sand collection ===
 
{{main|Glass industry#Collecting sand}}
 
{{main|Glass industry#Collecting sand}}
[[File:sandpit_medium_icon.png|right]]A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].
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A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].
  
 
=== Clay collection ===
 
=== Clay collection ===
 
{{main|Ceramic industry#Clay collection}}
 
{{main|Ceramic industry#Clay collection}}
[[File:claypit_medium_icon.png|right]]A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].
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A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].
  
 
== Quality and value ==
 
== Quality and value ==
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;material value
 
;material value
:The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60
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:The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60
 
;pre v50 quality multiplier
 
;pre v50 quality multiplier
 
:It is still used in some places.
 
:It is still used in some places.
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:9 × material value
 
:9 × material value
  
Engraving with walls is slightly complex. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself and the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones.
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Engraving with walls is slightly complex. in order for an engraved wall to add its engraving to the room value, the room must contain, both the wall itself, and also the location the engraver was standing when it was engraved, this gives wall engravings a sort of directionality leading to people double walling so engravings can face into a room from both sides.
  
 
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.
 
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.
  
 
=== Overlapping Rooms ===
 
=== Overlapping Rooms ===
[[File:overlapping_zones_preview.png]]{{clear}}
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When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to "Overlapping (Zone)" in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty.
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When you overlap room designations such that they share floor tiles, they receive a massive overlap penalty, said penalty use to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty.  
 +
 
  
 
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.
 
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.
  
 
=== Non-contiguous rooms ===
 
=== Non-contiguous rooms ===
 +
 
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone
 
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone
  
 
=== Building optimally (assuming you don't have infinite resources) ===
 
=== Building optimally (assuming you don't have infinite resources) ===
  
If you are limited on your high value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:
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If you are limited on your high value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats
  
# Use your high value materials on floor tiles, not furniture. A decently engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.
+
# Use your high value materials on floor tiles not furniture. A decently engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.
 
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.
 
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.
 
# If you’re ok with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most common material type is the high value one, which is then used for all your wall engravings. Note: if the room is 4×5 or larger, just using high value floor tiles will mean they will be the most common material regardless of the walls.
 
# If you’re ok with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most common material type is the high value one, which is then used for all your wall engravings. Note: if the room is 4×5 or larger, just using high value floor tiles will mean they will be the most common material regardless of the walls.
Line 303: Line 299:
 
=== Breaking room value ===
 
=== Breaking room value ===
  
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:
+
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources.
  
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).
+
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2–3 long).
 
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.
 
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.
 
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.
 
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.
 
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.
 
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.
+
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused.
 
 
You can also assign arbitrary stretches of space on the same z level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z level of sky would instantly create a royal quality zone.
 
  
 
{{Zones}}
 
{{Zones}}

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