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 v0.31:Room

Jump to navigation Jump to search

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

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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|Exceptional|05:28, 2 May 2011 (UTC)}}{{av}}
+
{{av}}
 +
{{Quality|Fine}}
  
A functional '''room''' is a [[zone]] extending out from a piece of [[furniture]] that defines the room, created when the room is ''defined from'' that piece of furniture. A room, as the game understands it, is not defined by [[wall]]s and [[door]]s.  A chamber with a [[bed]] in it, for example, is not yet a [[bedroom]]; you have to select the [[bed]] and ''define'' a bedroom from it in order for it to be a room.
+
== What is a room? ==
  
Everything covered by that zone is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.
+
 
 +
The answer is not as obvious as it seems. A chamber with a {{L|bed}} in it is not yet a {{L|bedroom}}; you have to select the {{L|bed}} and ''define'' a bedroom from it. The functional room, as the game understands it, is not defined by {{L|wall}}s and {{L|door}}s; it is a {{L|zone}} extending out from a piece of {{L|furniture}} (in our example, the bed) that defines the room, created when the room is ''defined from'' that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's {{L|value}} and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.
 
   
 
   
== Creating ==  
+
Rooms can also be assigned to specific {{L|dwarves}} (to satisfy a {{L|noble|noble's}} requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the {{L|economy}} starts, dwarves will have to pay rent for their bedrooms.
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.  
+
 
 +
== Creating rooms ==  
 +
 
 +
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a {{L|table}} or {{L|bed}}. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external {{L|door}}s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.  
  
 
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.  
 
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.  
  
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.  
+
In general, you only need to define a room from ''one'' object in the room. For instance, a communal {{L|dining room}} is defined from one table -- just give the room a large enough radius to cover the whole space.  
  
 
Rooms can not span z-levels; when you define a room it can only be on a single level.
 
Rooms can not span z-levels; when you define a room it can only be on a single level.
  
== Assigning ==
 
Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts (which it never will currently), dwarves will have to pay rent for their bedrooms. Note that it is not necessary for you to assign dwarves manually; as long as it is designated as a room, a sleepy dwarf will claim it automatically.
 
  
 
== Quality ==
 
== Quality ==
Most dwarves don't have high expectations when it comes to rooms. A communal [[dining room]] and a communal [[dormitory]] is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.
+
Most dwarves don't have high expectations when it comes to rooms. A communal {{L|dining room}} and a communal {{L|dormitory}} is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy {{L|thoughts}}, helping to avoid {{L|tantrum}}s.
  
[[Nobles]], on the other hand, require rooms of a minimal quality, containing a minimum number of [[Furniture]].  Not meeting their demands will make them [[thoughts|unhappy]], and also make them not function at their full capacity.
+
{{L|Nobles}}, on the other hand, require rooms of a minimal quality, containing a minimum number of {{L|Furniture}}.  Not meeting their demands will make them {{L|thoughts|unhappy}}, and also make them not function at their full capacity.
  
Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in room.  If the floor area of two rooms overlap it decreases the value of each room, but a wall can be part of multiple rooms without causing a decrease in value.
+
Room quality is determined by the total value of the room's floor and adjacent walls, plus the value of any furniture in the room.  Thus making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable {{L|stone}} like {{L|limestone}} or {{L|obsidian}} (to make a ''really'' valuable room, put it in a mined out {{L|magnetite}} cluster).  Once a room has been mined out, its value can be increased by placing {{L|furniture}} in it, and by {{L|smoothing}} and {{L|engraving}} the floor and walls.
 
 
Room quality levels can be viewed through the View Rooms/Buildings ({{K|R}}) command.
 
  
 
{| border="1" style="text-align:center"
 
{| border="1" style="text-align:center"
 
|-
 
|-
 
! Bedroom name
 
! Bedroom name
! Dining room name
+
! Dinning room name
 
! Office Name
 
! Office Name
 
! Grave Name
 
! Grave Name
Line 43: Line 44:
 
| Modest Dining Room
 
| Modest Dining Room
 
| Modest Office
 
| Modest Office
| Servant's Burial Chamber
+
| ??
 
| 100
 
| 100
 
|-
 
|-
Line 58: Line 59:
 
| 500
 
| 500
 
|-
 
|-
| Fine Quarters
+
| Great Quarters
| Fine Dining Room
 
| Splendid Office
 
| Fine Tomb
 
| 1000
 
|-
 
| Great Bedroom
 
 
| Great Dining Room
 
| Great Dining Room
 
| Throne Room
 
| Throne Room
Line 82: Line 77:
 
| 10000
 
| 10000
 
|}
 
|}
 
== Increasing room value ==
 
Making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable [[stone]] like [[limestone]] or [[obsidian]] (to make a ''really'' valuable room, put it in a mined out [[magnetite]] cluster) or keep eye on [[gem]] clusters.  Once a room has been mined out, its value can be increased by [[smoothing]] and [[engraving]] the floor and walls.
 
 
Afterwards, placing valuable furniture (Preferably [[encrust]]ed with gems or [[artifact]] quality) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value:
 
 
{| border="1" style="text-align:center"
 
|-
 
! Type
 
! Building
 
|-
 
| Weapon
 
| [[Trap#Weapon Trap|Weapon Trap]]
 
|-
 
| Barrel
 
| [[Dyer's shop]], [[Ashery]]
 
|-
 
| Bucket
 
| [[Dyer's shop]], [[Ashery]], [[Well]]*
 
|-
 
| Mechanism
 
| [[Lever]], [[Gear assembly]], [[Trap]], [[Well]]*
 
|-
 
| Chain
 
| [[Restraint]], [[Well]]*
 
|-
 
| Anvil
 
| [[Forge]]
 
|}
 
:''* - gains additional quality from skilled architecture and construction''
 
 
[[Trap#Weapon Trap|weapon trap]]s are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, all of which can be encrusted with gems.
 
 
Also, [[Lever]]s have the special property that they can be used to stack an infinite number of [[mechanism]]s, all of which count towards room value, in one tile. To add mechanisms simply link the [[lever]] to a deconstructible building such as a [[cage]] and pull the lever — one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level.
 
 
{{Buildings}}
 

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)

Templates used on this page: