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Difference between revisions of "40d:Building"

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(→‎Building Technicalities: Cause, that's nonsense (yes, I checked, just in case))
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A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.
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{{av}}
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{{Quality|Fine}}
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A '''building''' is a structure that can be placed from the {{k|b}}uild menu and then interacted with by the Set Building Tasks/Prefs command ( {{k|q}} ), and the View Items in Buildings command ( {{k|t}} ). Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build!
  
==Building Technicalities==
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Most buildings are made from raw materials or blocks, although some [[workshop]]s require some additional finished items as well.  
:''This section is valid as of version '''40d.'''''
 
  
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a "construction" attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a "construction" attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.
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Some buildings are placed [[furniture]]; a cage or throne sitting in a stockpile is just furniture and can be moved by haulers, washed away by [[flood]]ing, etc., but when {{k|b}}uilt they become a building that can be interacted with. (Or, what seems more accurate to say, a new building is created and the original furniture becomes part of that building's permanent inventory.)  Some buildings can be used to define [[room]]s.
  
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.{{verify}} Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned.
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Buildings should be considered distinct from [[construction]]s. While both are built via the {{k|b}} build menu, constructions are inert to {{k|q}} and {{k|t}}, are removed by [[designation]], and are generally more similar to terrain features. Furthermore, dwarves can place buildings on constructed floors, but buildings cannot overlap other buildings, nor constructions, other constructions, also, constructions provide support while buildings do not.
  
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.
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==Overlap of Buildings and Constructions==
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Most tiles have one of these simple states: wall, empty space, or floor.
 +
 
 +
Nothing can be built or constructed where a [[wall]] tile exists. Constructions and some furniture (wells, grates, bridges) can be built over empty space. Otherwise, almost all building occurs on floor tiles, whether pre-existing, dug out or constructed.  Note that a tile that would otherwise be empty space behaves as a floored space if one z-level above a constructed wall.
 +
 
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When it comes to stairs and ramps, the behavior is not very intuitive.  The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.
  
Legend
 
{|{{prettytable}}
 
|Yes||Constructions can coexist
 
|-
 
|No||Constructions conflict
 
|-
 
|!!||Construction conflict, building in the tile will completely overwrite it
 
|-
 
|X||Not vertically supported by construction/terrain
 
|-
 
|Z||Not horizontally supported by construction/terrain
 
|-
 
|?||Untested, undetermined, or not applicable
 
|}
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! Floor
 
! Floor
 
! Up Stair
 
! Up Stair
! Down Stair
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! Down or Up/Down Stair
 
! Up Slope
 
! Up Slope
 
! Down Slope
 
! Down Slope
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|-
 
|-
 
! Workshop
 
! Workshop
|{{No}}(XZ)||{{No}}(XZ)||{{Yes}}(X?)||{{No}}(XZ)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)
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|{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}
 
|-
 
|-
 
!Other Buildings
 
!Other Buildings
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)
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|{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||Some
 
|-
 
|-
 
!Constructed Floor
 
!Constructed Floor
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)
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|{{No}}||{{No}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}
 
|-
 
|-
 
!Constructed Wall
 
!Constructed Wall
|{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||!!(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)
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|{{No}}||{{Yes}}||{{Yes}}||{{Yes|Yes¹}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}
 
|-
 
|-
 
!Constructed Up Stair
 
!Constructed Up Stair
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)
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|{{No}}||{{No}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}
 
|-
 
|-
 
!Constructed Down Stair
 
!Constructed Down Stair
|{{No}}(??)||{{No}}(??)||{{Yes}}(Z)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)*
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|{{No}}||{{No}}||{{Yes}}||{{No}}||{{Yes}}¹||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}²
 
|-
 
|-
 
!Up/Down Stair
 
!Up/Down Stair
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)*
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|{{No}}||{{No}}||{{Yes}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}²
 
|-
 
|-
 
!Ramp
 
!Ramp
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)
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|{{No}}||{{No}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}
 
|}
 
|}
  
*note that constructed down and up/down stairs must be constructed 1 z-level above an existing up stair if you wish to build them in open space.
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¹Destroys natural stairs on the tile.
  
== List of buildings ==
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²Down and up/down stairs must be constructed 1 z-level above an existing up (or up/down) stair if you wish to build them in open space.
<!-- This big list isn't needed with that template there.
 
* [[Armor stand]]
 
* [[Bed]]
 
* [[Seat]]
 
* [[Burial receptacle]]
 
* [[Door]]
 
* [[Floodgate]]
 
* [[Floor hatch]]
 
* Wall [[grate]]
 
* Floor [[grate]]
 
* Vertical [[bars]]
 
* Floor [[bars]]
 
* [[Cabinet]]
 
* [[Container]]
 
* [[Kennel]]
 
* [[Farm plot]]
 
* [[Weapon rack]]
 
* [[Statue]]
 
* [[Table]]
 
* Paved [[road]]
 
* Dirt [[road]]
 
* [[Bridge]]
 
* [[Well]]
 
* [[Siege engine]]
 
* [[Workshop]]
 
* [[Furnace]]
 
* Glass [[window]]
 
* Gem [[window]]
 
* [[Construction|Wall/floor/stairs]]
 
* [[Trade depot]]
 
* [[Trap]]
 
* [[Lever]]
 
* [[Machine component]]s
 
* [[Support]]
 
* [[Animal trap]]
 
* [[Restraint]]
 
* [[Cage]]
 
* [[Archery target]] -->
 
  
 
{{Buildings}}
 
{{Buildings}}
  
[[Category:Buildings]]
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{{Category|Buildings}}

Latest revision as of 13:24, 4 April 2020

This article is about an older version of DF.

A building is a structure that can be placed from the build menu and then interacted with by the Set Building Tasks/Prefs command ( q ), and the View Items in Buildings command ( t ). Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build!

Most buildings are made from raw materials or blocks, although some workshops require some additional finished items as well.

Some buildings are placed furniture; a cage or throne sitting in a stockpile is just furniture and can be moved by haulers, washed away by flooding, etc., but when built they become a building that can be interacted with. (Or, what seems more accurate to say, a new building is created and the original furniture becomes part of that building's permanent inventory.) Some buildings can be used to define rooms.

Buildings should be considered distinct from constructions. While both are built via the b build menu, constructions are inert to q and t, are removed by designation, and are generally more similar to terrain features. Furthermore, dwarves can place buildings on constructed floors, but buildings cannot overlap other buildings, nor constructions, other constructions, also, constructions provide support while buildings do not.

Overlap of Buildings and Constructions[edit]

Most tiles have one of these simple states: wall, empty space, or floor.

Nothing can be built or constructed where a wall tile exists. Constructions and some furniture (wells, grates, bridges) can be built over empty space. Otherwise, almost all building occurs on floor tiles, whether pre-existing, dug out or constructed. Note that a tile that would otherwise be empty space behaves as a floored space if one z-level above a constructed wall.

When it comes to stairs and ramps, the behavior is not very intuitive. The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.


Workshop Other buildings Natural Constructed Open Space
Floor Up Stair Down or Up/Down Stair Up Slope Down Slope Floor Up Stair Down Stair Up Ramp Down Ramp
Workshop No No Yes No No No No Yes No No No No No
Other Buildings No No Yes No No No No Yes No No No No Some
Constructed Floor No No Yes Yes Yes Yes Yes No No No No Yes Yes
Constructed Wall No Yes Yes Yes¹ Yes Yes Yes No No No No Yes Yes
Constructed Up Stair No No Yes Yes Yes Yes Yes No No No No Yes Yes
Constructed Down Stair No No Yes No Yes¹ No No No No No No No Yes²
Up/Down Stair No No Yes No Yes No No No No No No No Yes²
Ramp No No Yes Yes Yes Yes Yes No No No No Yes Yes

¹Destroys natural stairs on the tile.

²Down and up/down stairs must be constructed 1 z-level above an existing up (or up/down) stair if you wish to build them in open space.


Rooms
Furniture
Animal trapAnvilArmor standBedBinBucketCabinetCageCoffinContainerRestraintSeatStatueTableWeapon rack

Access
DoorFloodgateBarsGrateFloor hatchBridgeRoadWindow
Constructions
Machine & Trap parts
Other Buildings
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