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Editing 40d:Room
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== What is a room? == | == What is a room? == | ||
− | The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]] | + | The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]: you have to select the [[bed]] <!--how-to is in the following paragraph--> and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty. 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, dwarves will have to pay rent for their bedrooms. |
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− | 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, dwarves will have to pay rent for their bedrooms. | ||
== Creating rooms == | == 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 [[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. | + | 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. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it 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. |
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− | If you want to have a door dividing a | ||
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 [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space. | ||
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== Types of rooms == | == Types of rooms == | ||
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− | + | * Archery Range, defined from an [[archery target]] | |
− | * [[Bedroom]], defined from a [[bed]] | + | * [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]] |
− | * [[Dining room]], defined from a [[table]] | + | * [[Bedroom]], defined from a [[bed]] |
− | * [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]] | + | * [[Dining room]], defined from a [[table]] |
− | + | * [[Jail]], defined from a [[cage]] or [[restraint]] | |
− | * [[Tomb]], defined from a [[coffin]] | + | * [[Meeting hall]], defined from a [[well]] or [[table]] |
+ | * [[Sculpture garden]], defined from a [[statue]] | ||
+ | * [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]<br />(These are actually the same thing, even though the game refers to them with different names) | ||
+ | * [[Tomb]], defined from a [[coffin]] | ||
+ | * [[Shared cage]] ("Zoo"), defined from a [[cage]] or [[aquarium]] | ||
== Room quality == | == Room quality == | ||
− | Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size | + | 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]]. |
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=== Influences on room quality === | === Influences on room quality === | ||
− | * [[Furniture]] adds to the quality, by exactly the value of the furniture ( | + | * [[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 decorations. 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. | + | * 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. | + | * Floor and wall grids add to value. See table below. |
− | * Rooms | + | * 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. |
− | + | * 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 | ||
=== Factors === | === Factors === | ||
==== The room ==== | ==== The room ==== | ||
− | + | 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) | |
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+ | {|{|cellpadding="2" | ||
+ | ! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall | ||
+ | |- | ||
+ | | [[Gray rock]] || 1 || 4 || 1 || 5 | ||
+ | |- | ||
+ | | [[Light/dark rock]] || 2 || 14 || 2 || 18 | ||
+ | |- | ||
+ | | [[Obsidian]] || 3 || 21 || 3 || 27 | ||
+ | |} | ||
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+ | * Double engraving (detailing) of grey rock 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). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version. | ||
− | As | + | * Example: a 3x3 Room |
+ | XXXXX | ||
+ | X...X | ||
+ | X...X | ||
+ | X.... | ||
+ | XXXXX | ||
+ | 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 grey rock. | ||
+ | Building a floor on top of engraved tiles adds to the room value. This comes handy if space is a premium. (Build platinum floor tiles on top of engraved rock - bliss!) | ||
==== 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. | + | 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 Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1000 - 1499 |
|- | |- | ||
− | | Great | + | | Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1500 - 2499 |
|- | |- | ||
− | | Grand | + | | Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2500 - 9999 |
|- | |- | ||
− | | Royal | + | | Royal Quarters || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10000+ |
|} | |} | ||
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Examples: | Examples: | ||
* Modest Quarters: | * Modest Quarters: | ||
− | ** | + | ** a 3x2 room with one or two masterpieces in it. |
− | ** | + | ** a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ). |
* Quarters: | * Quarters: | ||
− | ** | + | ** 3x2, smooth walls, two or more excellent pieces of furniture. |
− | ** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an | + | ** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand (rent 395). |
* Decent Quarters: | * Decent Quarters: | ||
− | ** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a | + | ** 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 | + | * Grand Quarters: |
− | ** A | + | ** A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture. |
− | ** A | + | ** A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece. |
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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. | |
− | + | [[Category:Rooms]] |