Note that this penalty is only applied once. Doors not marked as internal are not counted towards the value of any room, though they can separate rooms without the 75% loss of value. If the floor area of two or more rooms overlap, each such room is reduced in value by 75%, 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 walls, plus the value of any furniture or other constructions in the room. Not meeting these demands will make them stressed, and may prevent them from functioning at their full capacity. Nobles, on the other hand, require rooms of a particular minimum quality that contain certain furniture. Most dwarves don't have high expectations when it comes to rooms - a communal dining room and dormitory are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy thoughts, helping to avoid tantrums. Rooms can be assigned to a location-such as a bedroom being assigned to a tavern as a rented room-from the location menu when a room is selected with q. Married couples will share a bedroom, with the exception of some nobles. If a dwarf (who does not already have a room) is ready to sleep and there is an unassigned room available, it will be spontaneously claimed by that dwarf. You can assign rooms to dwarves manually or automatically. For example, if you give a dwarf two bedrooms, the dwarf will prefer to use the room with the higher quality bed, regardless of the comparative quality values of each room. If you assign two or more rooms of the same type to a dwarf, the value of the piece of furniture that defines the room determines which room the dwarf will prefer to use. Also, most nobles require an assignment to a room. When dwarves have their own room, happy thoughts occur when they sleep in it (alternatively, unhappy thoughts can occur when they do not have their own room to sleep in). Rooms can be assigned to specific dwarves. Rooms cannot span z-levels when you define a room it can only be on a single level.īed, cabinet, containers, weapon rack, or armor stand 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. 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 a room definition to expand through a door and into the space beyond, you can set the door to "internal" in the door's q menu. 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. The room's radius extends outward in a rectangle, but will stop when it hits walls or external doors. Then you must select the completed item in question with the q command and choose to create a room. To create a room, you must first have built something capable of supporting a room from the build menu, such as a table or bed. The maximum size of a room is 60×60 tiles. It is 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 room does not have to be enclosed by walls, but surrounding walls do have an effect on room value. Each of those tiles is considered part of the room, and will contribute to both the room's value and its effectiveness. When sizing a room, the game will display the tiles which are currently included in the room. Only one room can be defined from any one piece of furniture, and there are reasons why you don't want the area of designated rooms to overlap (see below). For example, a small chamber with a bed in it is not yet a bedroom you have to select the bed and define a bedroom from it in order for it to be recognized as a "room" with a specific function, as opposed to just another hollowed-out area of your fortress, same as any tunnel or mined out vein of ore. A room, as the game understands it, only exists when specifically defined from a specific piece of furniture. One of those "snobby rich human noble" rooms.Ī functional room is a contiguous area extending out from a piece of furniture that defines the room, created when the room is defined from that piece of furniture.
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