Difference between revisions of "Structure"
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{{Image wanted|note=Images of objects, especially of natural wall types would aid player identification. Current ore images are outdated}} | {{Image wanted|note=Images of objects, especially of natural wall types would aid player identification. Current ore images are outdated}} | ||
− | {{ | + | {{Rewrite|reason = All pages should be split off and either transcluded or summarized here}} |
</noinclude> | </noinclude> | ||
{{TOCright}} | {{TOCright}} | ||
− | Colonists can build '''structures''' of | + | Colonists can build '''structures''' of various materials, each with different beauty, flammability, and hit-points. Enclosed areas will automatically prompt colonists to build a roof unless you apply a no roof region, or if the structure is too large (over 300 cells). Structures leave ash on the ground when burnt. |
== Walls == | == Walls == | ||
− | {{ | + | {{Main|Wall}} |
− | Walls are impassable structures capable of supporting a roof. Walls can be | + | Walls are impassable structures capable of supporting a roof. Walls obstruct a pawn's line of sight, though pawns can lean into a free space next to a wall to fire at enemies from behind cover. Walls obstruct the spread of light, enclose [[rooms]] for [[temperature]], [[cleanliness]], [[beauty]] and other mechanics. They can be made out of any non-textile building material. [[Power conduit]]s may be constructed inside walls to remove their beauty penalty. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct. |
=== Constructed walls === | === Constructed walls === | ||
− | {{Building | + | {{Building Stats Table|Wall|header = false}} |
=== Natural walls === | === Natural walls === | ||
− | These cannot be constructed, only mined, but act largely like walls and are provided for comparisons sake. | + | These cannot be constructed, only mined, but act largely like walls and are provided for comparisons sake. All natural walls have negative beauty. |
{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Material !! HP !! Flammability !! Beauty !! Value <ref>Not sellable.</ref> | + | ! colspan=2 | Material !! HP !! Flammability !! Beauty !! Value <ref>Not sellable.</ref> |
|- | |- | ||
− | ! [[ | + | ! {{Icon Small|Compacted plasteel|24}} |
− | | | + | ! [[Compacted plasteel]] |
+ | | {{Q|Compacted plasteel|Max Hit Points Base}} | ||
+ | | {{Q|Compacted plasteel|Flammability Base}} | ||
+ | | {{Q|Compacted plasteel|Beauty Base|0}} | ||
+ | | {{Q|Compacted plasteel|Market Value Base|0}} | ||
|- | |- | ||
− | ! [[Silver]] | + | ! {{Icon Small|Silver ore|24}} |
− | | | + | ! [[Silver ore]] |
+ | | {{Q|Silver ore|Max Hit Points Base}} | ||
+ | | {{Q|Silver ore|Flammability Base}} | ||
+ | | {{Q|Silver ore|Beauty Base|0}} | ||
+ | | {{Q|Silver ore|Market Value Base|0}} | ||
|- | |- | ||
− | ! [[ | + | ! {{Icon Small|Compacted steel|24}} |
− | | | + | ! [[Compacted steel]] |
+ | | {{Q|Compacted steel|Max Hit Points Base}} | ||
+ | | {{Q|Compacted steel|Flammability Base}} | ||
+ | | {{Q|Compacted steel|Beauty Base|0}} | ||
+ | | {{Q|Compacted steel|Market Value Base|0}} | ||
|- | |- | ||
− | ! [[Uranium]] | + | ! {{Icon Small|Uranium ore|24}} |
− | | | + | ! [[Uranium ore]] |
+ | | {{Q|Uranium ore|Max Hit Points Base}} | ||
+ | | {{Q|Uranium ore|Flammability Base}} | ||
+ | | {{Q|Uranium ore|Beauty Base|0}} | ||
+ | | {{Q|Uranium ore|Market Value Base|0}} | ||
|- | |- | ||
− | ! [[Jade]] | + | ! {{Icon Small|Jade (ore)|24}} |
− | | | + | ! [[Jade (ore)|Jade]] |
+ | | {{Q|Jade (ore)|Max Hit Points Base}} | ||
+ | | {{Q|Jade (ore)|Flammability Base}} | ||
+ | | {{Q|Jade (ore)|Beauty Base|0}} | ||
+ | | {{Q|Jade (ore)|Market Value Base|0}} | ||
|- | |- | ||
− | ! [[Gold]] | + | ! {{Icon Small|Gold ore|24}} |
− | | | + | ! [[Gold ore]] |
+ | | {{Q|Gold ore|Max Hit Points Base}} | ||
+ | | {{Q|Gold ore|Flammability Base}} | ||
+ | | {{Q|Gold ore|Beauty Base|0}} | ||
+ | | {{Q|Gold ore|Market Value Base|0}} | ||
|- | |- | ||
− | ! [[ | + | ! {{Icon Small|Compacted machinery|24}} |
− | | | + | ! [[Compacted machinery]] |
+ | | {{Q|Compacted machinery|Max Hit Points Base}} | ||
+ | | {{Q|Compacted machinery|Flammability Base}} | ||
+ | | {{Q|Compacted machinery|Beauty Base|0}} | ||
+ | | {{Q|Compacted machinery|Market Value Base|0}} | ||
|- | |- | ||
− | ! Granite | + | ! {{Icon Small|Granite|24}} |
− | | | + | ! [[Granite]] |
+ | | {{Q|Granite|Max Hit Points Base}} | ||
+ | | {{Q|Granite|Flammability Base}} | ||
+ | | {{Q|Granite|Beauty Base|0}} | ||
+ | | {{Q|Granite|Market Value Base|0}} | ||
|- | |- | ||
− | ! Limestone | + | ! {{Icon Small|Limestone|24}} |
− | | | + | ! [[Limestone]] |
+ | | {{Q|Limestone|Max Hit Points Base}} | ||
+ | | {{Q|Limestone|Flammability Base}} | ||
+ | | {{Q|Limestone|Beauty Base|0}} | ||
+ | | {{Q|Limestone|Market Value Base|0}} | ||
|- | |- | ||
− | ! Marble | + | ! {{Icon Small|Marble|24}} |
− | | | + | ! [[Marble]] |
+ | | {{Q|Marble|Max Hit Points Base}} | ||
+ | | {{Q|Marble|Flammability Base}} | ||
+ | | {{Q|Marble|Beauty Base|0}} | ||
+ | | {{Q|Marble|Market Value Base|0}} | ||
|- | |- | ||
− | ! | + | ! {{Icon Small|Slate|24}} |
− | | | + | ! [[Slate]] |
+ | | {{Q|Slate|Max Hit Points Base}} | ||
+ | | {{Q|Slate|Flammability Base}} | ||
+ | | {{Q|Slate|Beauty Base|0}} | ||
+ | | {{Q|Slate|Market Value Base|0}} | ||
|- | |- | ||
− | ! | + | ! {{Icon Small|Sandstone|24}} |
− | | | + | ! [[Sandstone]] |
+ | | {{Q|Sandstone|Max Hit Points Base}} | ||
+ | | {{Q|Sandstone|Flammability Base}} | ||
+ | | {{Q|Sandstone|Beauty Base|0}} | ||
+ | | {{Q|Sandstone|Market Value Base|0}} | ||
|} | |} | ||
<references/> | <references/> | ||
=== Smoothed walls === | === Smoothed walls === | ||
− | + | Smoothed walls are created from natural stone walls. Pawns assigned to the Construct work-type will smooth natural stone walls and rough stone floors designated for smoothing via the Smooth Surface order (Architect tab>Floors.) | |
+ | The pawn [[stat]] Smoothing Speed governs this task and is dependent on a pawn's Global Work Speed, Construction [[skill]], Manipulation and Sight. Natural stone walls have a [[beauty]] penalty, while smoothed walls increase beauty and [[wealth]]. Smoothed walls despite having the same HP as natural walls, can be fully repaired by pawns assigned to Construct. As such they are superior to natural walls as support structures for your colony. | ||
{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Material !! HP !! Work Required !! Flammability !! Beauty !! Value<ref>Not sellable.</ref><ref>Bracketed value is that defined in the defs, however as of the {{ | + | ! Material !! HP !! Work Required !! Flammability !! Beauty !! Value<ref>Not sellable.</ref><ref>Bracketed value is that defined in the defs, however as of the {{Hover title|1.3.3387|time of writing}} in-game the wealth increase of smoothing a wall implies that they actually have a value of 1 silver. Given the disparity, this may either be a bug or oxbow code.{{Check Tag|Values changed in 1.5. Did they also fix the disparity?}}</ref> !! Cover Effectiveness |
|- | |- | ||
! Smoothed Granite Wall | ! Smoothed Granite Wall | ||
− | | 900 || {{ | + | | 900 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75% |
|- | |- | ||
! Smoothed Limestone Wall | ! Smoothed Limestone Wall | ||
− | | 700 || {{ | + | | 700 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75% |
|- | |- | ||
! Smoothed Marble Wall | ! Smoothed Marble Wall | ||
− | | 450 || {{ | + | | 450 || {{Ticks|6500}} || 0% || 2 || 1 (7) || 75% |
|- | |- | ||
! Smoothed Sandstone Wall | ! Smoothed Sandstone Wall | ||
− | | 400 || {{ | + | | 400 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75% |
|- | |- | ||
− | ! Smoothed Slate Wall | + | ! Smoothed Slate Wall |
− | | 500 || {{ | + | | 500 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75% |
|} | |} | ||
<references/> | <references/> | ||
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== Doors == | == Doors == | ||
=== Door === | === Door === | ||
− | {{ | + | {{Main|Door}} |
− | Doors provide entry points through walls for colonists while still keeping out enemies and wild animals. Pawns manually open doors which causes a delay as they try to pass through, as opposed to autodoors which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to "Hold open," which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked "Forbid". Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status. | + | Doors provide entry points through walls for colonists while still keeping out enemies and wild animals. Pawns manually open doors which causes a delay as they try to pass through, as opposed to autodoors which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to "Hold open," which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked "Forbid". Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status. |
− | {{Building | + | |
+ | {{Building Stats Table|Door|header=false}} | ||
=== Autodoor === | === Autodoor === | ||
− | {{ | + | {{Main|Autodoor}} |
− | Autodoors are regular doors that open and close 4x as fast, but need to constantly draw 50 W of power. | + | Autodoors are regular doors that open and close 4x as fast, but need to constantly draw 50 W of power. Lacking sufficient power, they lose the speed bonus and act like regular doors, until power is returned. |
− | Powered autodoors made of stone open slightly faster than regular wooden doors. | + | Powered autodoors made of stone open slightly faster than regular wooden doors. Powered autodoors made of any material other than stone open fast enough that pawns are not slowed down when passing through. |
In all other aspects, an autodoor is identical to a regular door made of the same material. | In all other aspects, an autodoor is identical to a regular door made of the same material. | ||
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For more info, see the main article [[Autodoor]]. | For more info, see the main article [[Autodoor]]. | ||
− | {{Building | + | |
+ | {{Building Stats Table|Autodoor|header=false}} | ||
== Bridge == | == Bridge == | ||
− | {{ | + | {{Main|Bridge}} |
− | Bridges are structures that can be built on water. Bridges allow more rapid movement across water. | + | Bridges are structures that can be built on water. Bridges allow more rapid movement across water. Once built, they can support many structures, including wooden walls, but not particularly heavy structures including any other type of wall. Bridges allow for easier building in swampy biomes. [[Floor]]s may not be built atop bridges. |
Bridges cost 12 wood each. They can be damaged or destroyed by fire or explosions, including whatever was built on top. | Bridges cost 12 wood each. They can be damaged or destroyed by fire or explosions, including whatever was built on top. | ||
== Column == | == Column == | ||
− | {{ | + | {{Main|Column}} |
Columns are passable structures which are capable of holding a roof which do not block sight, or movement and look quite nice. They have x/1.875 (.533x) of a wall's normal health, 4x the beauty, and 4x the value. They also have 25% cover effectiveness and do not slow down pawns. These were introduced in 1.1. | Columns are passable structures which are capable of holding a roof which do not block sight, or movement and look quite nice. They have x/1.875 (.533x) of a wall's normal health, 4x the beauty, and 4x the value. They also have 25% cover effectiveness and do not slow down pawns. These were introduced in 1.1. | ||
− | {{Building | + | {{Building Stats Table|Column|header=false}} |
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== Version history == | == Version history == | ||
* [[Version/0.3.410|0.3.410]] - The unpowered "Simple Door" added. | * [[Version/0.3.410|0.3.410]] - The unpowered "Simple Door" added. | ||
* [[Version/0.4.460|0.4.460]] - Stone wall health raised from 400 to 650. | * [[Version/0.4.460|0.4.460]] - Stone wall health raised from 400 to 650. | ||
+ | * [[Version/1.5.4062|1.5.4062]] - Market value of smoothed walls was unified to 7 (previously: sandstone 18, granite, limestone and slate 20, marble 25). | ||
− | + | {{Nav|structure|wide}} | |
− | {{ | ||
[[Category:Buildings]] | [[Category:Buildings]] |
Latest revision as of 05:20, 5 August 2024
|
This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: Images of objects, especially of natural wall types would aid player identification. Current ore images are outdated . |
This article is suggested to be rewritten. Reason: All pages should be split off and either transcluded or summarized here. You can help the RimWorld Wiki by improving it. |
Colonists can build structures of various materials, each with different beauty, flammability, and hit-points. Enclosed areas will automatically prompt colonists to build a roof unless you apply a no roof region, or if the structure is too large (over 300 cells). Structures leave ash on the ground when burnt.
Walls[edit]
Walls are impassable structures capable of supporting a roof. Walls obstruct a pawn's line of sight, though pawns can lean into a free space next to a wall to fire at enemies from behind cover. Walls obstruct the spread of light, enclose rooms for temperature, cleanliness, beauty and other mechanics. They can be made out of any non-textile building material. Power conduits may be constructed inside walls to remove their beauty penalty. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.
Constructed walls[edit]
Wall | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (5.63 secs) | 338600 | 75% | 4.95 |
Gold | 20 | ticks (2.03 secs) | 122180 | 40% | 500 |
Granite blocks | 0 | ticks (15.83 secs) | 950510 | 0% | 7.9 |
Limestone blocks | 0 | ticks (15.83 secs) | 950465 | 0% | 7.9 |
Marble blocks | 1 | ticks (14.72 secs) | 883360 | 0% | 7.7 |
Plasteel | 0 | ticks (4.95 secs) | 297840 | 0% | 46 |
Sandstone blocks | 0 | ticks (13.58 secs) | 815420 | 0% | 7.4 |
Silver | 6 | ticks (2.25 secs) | 135210 | 40% | 51 |
Slate blocks | 0 | ticks (15.83 secs) | 950390 | 0% | 7.9 |
Steel | 0 | ticks (2.25 secs) | 135300 | 40% | 10 |
Jade | 10 | ticks (11.25 secs) | 675150 | 0% | 27 |
Uranium | 0 | ticks (4.28 secs) | 257750 | 0% | 31 |
Wood | 0 | ticks (1.58 secs) | 95195 | 100% | 6.3 |
Natural walls[edit]
These cannot be constructed, only mined, but act largely like walls and are provided for comparisons sake. All natural walls have negative beauty.
Material | HP | Flammability | Beauty | Value [1] | |
---|---|---|---|---|---|
Compacted plasteel | 8,000 | 0 | 0 | 0 | |
Silver ore | 1,500 | 0 | 0 | 0 | |
Compacted steel | 1,500 | 0 | 0 | 0 | |
Uranium ore | 4,000 | 0 | 0 | 0 | |
Jade | 1,500 | 0 | 0 | 0 | |
Gold ore | 1,500 | 0 | 0 | 0 | |
Compacted machinery | 2,000 | 0 | 0 | 0 | |
Granite | 900 | 0 | -2 | 0 | |
Limestone | 700 | 0 | -2 | 0 | |
Marble | 450 | 0 | -1 | 0 | |
Slate | 500 | 0 | -2 | 0 | |
Sandstone | 400 | 0 | -2 | 0 |
- ↑ Not sellable.
Smoothed walls[edit]
Smoothed walls are created from natural stone walls. Pawns assigned to the Construct work-type will smooth natural stone walls and rough stone floors designated for smoothing via the Smooth Surface order (Architect tab>Floors.) The pawn stat Smoothing Speed governs this task and is dependent on a pawn's Global Work Speed, Construction skill, Manipulation and Sight. Natural stone walls have a beauty penalty, while smoothed walls increase beauty and wealth. Smoothed walls despite having the same HP as natural walls, can be fully repaired by pawns assigned to Construct. As such they are superior to natural walls as support structures for your colony.
Material | HP | Work Required | Flammability | Beauty | Value[1][2] | Cover Effectiveness |
---|---|---|---|---|---|---|
Smoothed Granite Wall | 900 | 6,500 ticks (1.81 mins) | 0% | 1 | 1 (7) | 75% |
Smoothed Limestone Wall | 700 | 6,500 ticks (1.81 mins) | 0% | 1 | 1 (7) | 75% |
Smoothed Marble Wall | 450 | 6,500 ticks (1.81 mins) | 0% | 2 | 1 (7) | 75% |
Smoothed Sandstone Wall | 400 | 6,500 ticks (1.81 mins) | 0% | 1 | 1 (7) | 75% |
Smoothed Slate Wall | 500 | 6,500 ticks (1.81 mins) | 0% | 1 | 1 (7) | 75% |
- ↑ Not sellable.
- ↑ Bracketed value is that defined in the defs, however as of the time of writing in-game the wealth increase of smoothing a wall implies that they actually have a value of 1 silver. Given the disparity, this may either be a bug or oxbow code.[Values changed in 1.5. Did they also fix the disparity?]
Doors[edit]
Door[edit]
Doors provide entry points through walls for colonists while still keeping out enemies and wild animals. Pawns manually open doors which causes a delay as they try to pass through, as opposed to autodoors which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to "Hold open," which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked "Forbid". Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on mental breakdowns ignore the forbidden status.
Door | Beauty | Work to Build | HP | Flammability | Door Speed |
Market Value |
---|---|---|---|---|---|---|
Material | ||||||
Bioferrite | 0 | ticks (35.42 secs) | 2,125320 | 75% | 100% | 26 |
Gold | 20 | ticks (12.75 secs) | 76596 | 40% | 100% | 2,505 |
Granite blocks | 0 | ticks (1.46 mins) | 5,240272 | 0% | 45% | 41 |
Limestone blocks | 0 | ticks (1.46 mins) | 5,240248 | 0% | 45% | 41 |
Marble blocks | 1 | ticks (1.34 mins) | 4,815192 | 0% | 45% | 40 |
Plasteel | 0 | ticks (31.17 secs) | 1,870448 | 0% | 100% | 230 |
Sandstone blocks | 0 | ticks (1.22 mins) | 4,390224 | 0% | 45% | 38 |
Silver | 6 | ticks (14.17 secs) | 850112 | 40% | 100% | 255 |
Slate blocks | 0 | ticks (1.46 mins) | 5,240208 | 0% | 45% | 41 |
Steel | 0 | ticks (14.17 secs) | 850160 | 40% | 100% | 51 |
Jade | 10 | ticks (1.18 mins) | 4,25080 | 0% | 100% | 140 |
Uranium | 0 | ticks (26.92 secs) | 1,615400 | 0% | 75% | 156 |
Wood | 0 | ticks (9.92 secs) | 595104 | 100% | 120% | 32 |
Autodoor[edit]
Autodoors are regular doors that open and close 4x as fast, but need to constantly draw 50 W of power. Lacking sufficient power, they lose the speed bonus and act like regular doors, until power is returned.
Powered autodoors made of stone open slightly faster than regular wooden doors. Powered autodoors made of any material other than stone open fast enough that pawns are not slowed down when passing through.
In all other aspects, an autodoor is identical to a regular door made of the same material.
Construction requires 30% additional work, 40 steel and 2 components on top of the 25 base material for the regular door.
For more info, see the main article Autodoor.
Autodoor | Beauty | Work to Build | HP | Flammability | Door Speed |
Market Value |
---|---|---|---|---|---|---|
Material | ||||||
Bioferrite | 0 | ticks (45.83 secs) | 2,750320 | 75% | 400% | 169 |
Gold | 20 | ticks (16.5 secs) | 99096 | 40% | 400% | 2,645 |
Granite blocks | 0 | ticks (1.87 mins) | 6,740272 | 0% | 180% | 187 |
Limestone blocks | 0 | ticks (1.87 mins) | 6,740248 | 0% | 180% | 187 |
Marble blocks | 1 | ticks (1.72 mins) | 6,190192 | 0% | 180% | 185 |
Plasteel | 0 | ticks (40.33 secs) | 2,420448 | 0% | 400% | 375 |
Sandstone blocks | 0 | ticks (1.57 mins) | 5,640224 | 0% | 180% | 183 |
Silver | 6 | ticks (18.33 secs) | 1,100112 | 40% | 400% | 395 |
Slate blocks | 0 | ticks (1.87 mins) | 6,740208 | 0% | 180% | 187 |
Steel | 0 | ticks (18.33 secs) | 1,100160 | 40% | 400% | 192 |
Jade | 10 | ticks (1.53 mins) | 5,50080 | 0% | 400% | 285 |
Uranium | 0 | ticks (34.83 secs) | 2,090400 | 0% | 300% | 295 |
Wood | 0 | ticks (12.83 secs) | 770104 | 100% | 480% | 173 |
Bridge[edit]
Bridges are structures that can be built on water. Bridges allow more rapid movement across water. Once built, they can support many structures, including wooden walls, but not particularly heavy structures including any other type of wall. Bridges allow for easier building in swampy biomes. Floors may not be built atop bridges.
Bridges cost 12 wood each. They can be damaged or destroyed by fire or explosions, including whatever was built on top.
Column[edit]
Columns are passable structures which are capable of holding a roof which do not block sight, or movement and look quite nice. They have x/1.875 (.533x) of a wall's normal health, 4x the beauty, and 4x the value. They also have 25% cover effectiveness and do not slow down pawns. These were introduced in 1.1.
Column | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 1 | ticks (31.25 secs) | 1,875320 | 75% | 22 |
Gold | 40 | ticks (11.25 secs) | 67596 | 40% | 2,000 |
Granite blocks | 5 | ticks (1.29 mins) | 4,640272 | 0% | 35 |
Limestone blocks | 5 | ticks (1.29 mins) | 4,640248 | 0% | 35 |
Marble blocks | 8 | ticks (1.18 mins) | 4,265192 | 0% | 33 |
Plasteel | 5 | ticks (27.5 secs) | 1,650448 | 0% | 186 |
Sandstone blocks | 5 | ticks (1.08 mins) | 3,890224 | 0% | 32 |
Silver | 16 | ticks (12.5 secs) | 750112 | 40% | 205 |
Slate blocks | 5 | ticks (1.29 mins) | 4,640208 | 0% | 35 |
Steel | 5 | ticks (12.5 secs) | 750160 | 40% | 41 |
Jade | 22 | ticks (1.04 mins) | 3,75080 | 0% | 114 |
Uranium | 2 | ticks (23.75 secs) | 1,425400 | 0% | 125 |
Wood | 5 | ticks (8.75 secs) | 525104 | 100% | 26 |
Version history[edit]
- 0.3.410 - The unpowered "Simple Door" added.
- 0.4.460 - Stone wall health raised from 400 to 650.
- 1.5.4062 - Market value of smoothed walls was unified to 7 (previously: sandstone 18, granite, limestone and slate 20, marble 25).