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 Current ore images are outdated}}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 Current ore images are outdated}}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 trasncluded or summarized here}}  
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{{Rewrite|reason = All pages should be split off and either transcluded or summarized here}}  
 
</noinclude>
 
</noinclude>
 
{{TOCright}}
 
{{TOCright}}
  
Colonists can build structures of a 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.
+
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}}
+
{{Main|Wall}}
Walls are impassable structures capable of supporting a roof. Walls can be built out of any building material. [[Power conduit]]s may be constructed in an existing wall without the mood penalty if the conduit is not in the wall. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.
+
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 ===
<div><li style="display: inline-table;">
+
{{Building Stats Table|Wall|header = false}}
{| {{STDT| sortable c_25 text-center}}
 
! Material !! HP !! Cost !! Work Required !! Flammability !! Beauty !! Value <ref>Not salable.</ref>
 
|-
 
![[Plasteel]]
 
| 840 || | 5 || | 5 || | 0% || | 0 || | $46.07
 
|-
 
![[Silver]]
 
| 210 || | 50 || | 3 || | 40% || | 6 || | $50.49
 
|-
 
![[Steel]]
 
| 300 || | 5 || | 3 || | 40% || | 0 || | $9.99
 
|-
 
![[Uranium]]
 
| 750 || | 5 || | 5 || | 0% || | 0 || | $30.92
 
|-
 
![[Jade]]
 
| 150 || | 5 || | 12 || | 0% || | 10 || | $27.43
 
|-
 
![[Wood]]
 
| 195 || | 5 || | 2 || | 100% || | 0 || | $6.34
 
|-
 
![[Gold]]
 
| 180 || | 50 || | 3 || | 40% || | 20 || | $500.00
 
|-
 
![[Stone blocks|Granite blocks]]
 
| 510 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
|-
 
![[Stone blocks|Limestone blocks]]
 
| 465 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
|-
 
![[Stone blocks|Marble blocks]]
 
| 360 || | 5 || | 15 || | 0% || | 1 || | $7.67
 
|-
 
![[Stone blocks|Sandstone blocks]]
 
| 420 || | 5 || | 14 || | 0% || | 0 || | $7.43
 
|-
 
![[Stone blocks|Slate blocks]]
 
| 390 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
|}
 
</li><div>
 
<references/>
 
  
===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 salable.</ref>
+
! colspan=2 | Material !! HP !! Flammability !! Beauty !! Value <ref>Not sellable.</ref>
 
|-
 
|-
![[Plasteel]] Ore
+
! {{Icon Small|Compacted plasteel|24}}
| 8000 || | ? || | ? || | ?
+
! [[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]] Ore
+
! {{Icon Small|Silver ore|24}}
| 1500 || | ? || | ? || | ?
+
! [[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}}
 
|-
 
|-
![[Steel]] Ore
+
! {{Icon Small|Compacted steel|24}}
| 1500 || | ? || | ? || | ?
+
! [[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]] Ore
+
! {{Icon Small|Uranium ore|24}}
| 4000 || | ? || | ? || | ?
+
! [[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]] Ore
+
! {{Icon Small|Jade (ore)|24}}
| 1500 || | ? || | ? || | ?
+
! [[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]] Ore
+
! {{Icon Small|Gold ore|24}}
| 1500 || | 0% || | ? || | ?
+
! [[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}}
 
|-
 
|-
![[Component|Compacted machinery]]
+
! {{Icon Small|Compacted machinery|24}}
| 2000 || | ? || | ? || | ?
+
! [[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}}
| 900 || | 0% || | -1 || | ?
+
! [[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}}
| 700 || | 0% || | ? || | ?
+
! [[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}}
| 450 || | 0% || | -1 || | ?
+
! [[Marble]]
 +
| {{Q|Marble|Max Hit Points Base}}
 +
| {{Q|Marble|Flammability Base}}
 +
| {{Q|Marble|Beauty Base|0}}
 +
| {{Q|Marble|Market Value Base|0}}
 
|-
 
|-
!Sandstone
+
! {{Icon Small|Slate|24}}
| 400 || | 0% || | ? || | ?
+
! [[Slate]]
 +
| {{Q|Slate|Max Hit Points Base}}
 +
| {{Q|Slate|Flammability Base}}
 +
| {{Q|Slate|Beauty Base|0}}
 +
| {{Q|Slate|Market Value Base|0}}
 
|-
 
|-
! Slate
+
! {{Icon Small|Sandstone|24}}
| 500 || | 0% || | ? || | ?
+
! [[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 ===
Rather than being directly constructed like other walls, these walls are created by [[Smooth stone|smoothing]] existing rock 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 salable.</ref> !! Cover Effectiveness
+
! 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 || | ? || | 0% || | 1 || | 20? || | 75%
+
| 900 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75%
 
|-
 
|-
!Smoothed Limestone Wall
+
! Smoothed Limestone Wall
| 700 || | ? || | 0% || | 1 || | 20? || | 75%
+
| 700 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75%
 
|-
 
|-
!Smoothed Marble Wall
+
! Smoothed Marble Wall
| 450 || | ? || | 0% || | 2 || | 20? || | 75%
+
| 450 || {{Ticks|6500}} || 0% || 2 || 1 (7) || 75%
 
|-
 
|-
!Smoothed Sandstone Wall
+
! Smoothed Sandstone Wall
| 400 || | ? || | 0% || | 1 || | 20? || | 75%
+
| 400 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75%
 
|-
 
|-
!Smoothed Slate Wall
+
! Smoothed Slate Wall
| 500 || | ? || | 0% || | 1 || | 20? || | 75%
+
| 500 || {{Ticks|6500}} || 0% || 1 || 1 (7) || 75%
 
|}
 
|}
 
<references/>
 
<references/>
  
 
== Doors ==
 
== Doors ==
{{main|Door}}
+
=== 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.
+
{{Main|Door}}
<br/>
+
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.
{| {{STDT| sortable c_25 text-center}}
 
! Material !! HP !! Cost !! Work Required !! Flammability !! Opening Speed !! Value <ref>Not sellable.</ref>
 
|-
 
![[Gold]]
 
| 96 || | 250 || | 13 || | 20% || | 100% || | $2,505.00
 
|-
 
![[Granite Blocks]]
 
| 270 || | 25 || | 88 || | 0% || | 45% || | $41.36
 
|-
 
![[Limestone Blocks]]
 
| 250 || | 25 || | 88 || | 0% || | 45% || | $41.36
 
|-
 
![[Marble Blocks]]
 
| 192 || | 25 || | 81 || | 0% || | 45% || | $39.83
 
|-
 
![[Plasteel]]
 
| 450 || | 25 || | 32 || | 0% || | 100% || | $230.00
 
|-
 
![[Sandstone Blocks]]
 
| 225 || | 25 || | 74 || | 0% || | 45% || | $38.30
 
|-
 
![[Silver]]
 
| 112 || | 250 || | 15 || | 20% || | 100% || | $255.00
 
|-
 
![[Steel]]
 
| 160 || | 25 || | 15 || | 20% || | 100% || | $50.56
 
|-
 
![[Slate Blocks]]
 
| 210 || | 25 || | 88 || | 0% || | 45% || | $41.36
 
|-
 
![[Uranium]]
 
| 400 || | 25 || | 27 || | 0% || | 90% || | $155.81
 
|-
 
![[Jade]]
 
| 80 || | 25 || | 71 || | 0% || | 100% || | $140.3
 
|-
 
![[Wood]]
 
| 104 || | 25 || | 10 || | 100% || | 120% || | $32.14
 
|}
 
<references/>
 
 
 
== Bridge ==
 
{{main|Bridge}}
 
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.
+
{{Building Stats Table|Door|header=false}}
  
== Autodoors ==
+
=== Autodoor ===
{{main|Autodoor}}
+
{{Main|Autodoor}}
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.
+
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.
+
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.
Line 188: Line 152:
  
 
For more info, see the main article [[Autodoor]].
 
For more info, see the main article [[Autodoor]].
<br>
 
{| {{STDT| sortable c_25 text-center}}
 
! Material !! HP !! Cost !! Steel Cost !! Work Required !! Flammability !! Opening Speed !! Value <ref>Not sellable.</ref>
 
|-
 
![[Gold]]
 
| 96 || | 250 || | 40 || | 17 || | 20% || | 100% || | $2,645.00
 
|-
 
![[Granite Blocks]]
 
| 270 || | 25 || | 40 || | 113 || | 0% || | 45% || | $186.76
 
|-
 
![[Limestone Blocks]]
 
| 250 || | 25 || | 40 || | 113 || | 0% || | 45% || | $186.76
 
|-
 
![[Marble Blocks]]
 
| 192 || | 25 || | 40 || | 104 || | 0% || | 45% || | $184.78
 
|-
 
![[Plasteel]]
 
| 450 || | 25 || | 40 || | 32 || | 0% || | 100% || | $230.00
 
|-
 
![[Sandstone Blocks]]
 
| 225 || | 25 || | 40 || | 94 || | 0% || | 45% || | $182.80
 
|-
 
![[Silver]]
 
| 112 || | 250|| | 40 || | 19 || | 20% || | 100% || | $395.00
 
|-
 
![[Steel]]
 
| 160 || | 65 || | - || | 19 || | 20% || | 100% || | $191.46
 
|-
 
![[Slate Blocks]]
 
| 210 || | 25 || | 40 || | 93{{ref label|Version|2}} || | 0% || | 45% || | $159.20{{ref label|Version|2}}
 
|-
 
![[Uranium]]
 
| 400 || | 25 || | 40 || | 64{{ref label|Version|2}} || | 0% || | 90% || | $3,130.00{{ref label|Version|2}}
 
|-
 
![[Jade]]
 
| 80 || | 25 || | 40 || | 64{{ref label|Version|2}} || | 0% || | 90% || | $2,645.00{{ref label|Version|2}}
 
|-
 
![[Wood]]
 
| 104 || | 25 || | 40 || | 13 || | 100% || | 120% || | $139.20
 
|}
 
<references/>
 
:{{note label|Version|2}} Not updated to actual Version 1.0 values
 
 
== 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 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.
 
<br/>
 
{| {{STDT| sortable c_25 text-center}}
 
! Material !! HP !! Cost !! Work Required !! Flammability !! Beauty !! Value <ref>Not salable.</ref>
 
|-
 
![[Plasteel]]
 
| 450 || | 20 || | 28 || | 0% || | 4 || | $180
 
|-
 
![[Silver]]
 
| 112 || | 200 || | 13 || | 40% || | 15 || | $200
 
|-
 
![[Steel]]
 
| 300 || | 20 || | 13 || | 40% || | 4 || | $38
 
|-
 
![[Uranium]]
 
| 400 || | 20 || | 24 || | 0% || | 1 || | $120
 
|-
 
![[Jade]]
 
| 80 || | 20 || | 63 || | 0% || | 21 || | $200
 
|-
 
![[Wood]]
 
| 104 || | 20 || | 9 || | 100% || | 4 || | $24
 
|-
 
![[Gold]]
 
| 180 || | 50 || | 3 || | 40% || | 30 || | $500
 
|-
 
![[Granite blocks]]
 
| 510 || | 5 || | 16 || | 0% || | 4 || | $18
 
|-
 
![[Limestone blocks]]
 
| 465 || | 5 || | 16 || | 0% || | 4 || | $18
 
|-
 
![[Marble blocks]]
 
| 360 || | 5 || | 15 || | 0% || | 4 || | $18
 
|-
 
![[Sandstone blocks]]
 
| 420 || | 5 || | 14 || | 0% || | 4 || | $18
 
|-
 
![[Slate blocks]]
 
| 390 || | 5 || | 16 || | 0% || | 4 || | $18
 
|}
 
<references>
 
  
== Roof ==
+
{{Building Stats Table|Autodoor|header=false}}
[[File:roof_rimworld.jpg|thumb|left|A single wall pillar will support a roof in the area around it.]]
 
A roof is an area of cover from the elements. A roof can extend up to 6 tiles from a wall, so roofed interiors have a maximum size of 12 cells across the shortest side. Interior areas built larger than this will remain partially unroofed. Larger roofed areas can be built with the use of interior walls as pillars. Indoor roofs are automatically built by builders. To build a roof outdoors, a "Build roof area" must first be drawn.
 
  
=== Drawing roof areas ===
+
== Bridge ==
Areas can be designated to have a roof, or not have a roof by drawing either a "[[Build roof zone|Build roof area]]" or [[Remove roof area]]. This can be used to create outdoor roofed areas (to prevent [[Snow | snowfall]] or [[Deterioration | item deterioration]]), or indoor unroofed areas (protected [[Solar generator | Solar panels]], indoor growing areas). If there is no supporting wall or rock within 6 tiles, no roof will be built.
+
{{Main|Bridge}}
 +
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.
  
=== Roof collapse ===
+
Bridges cost 12 wood each. They can be damaged or destroyed by fire or explosions, including whatever was built on top.
A roof will collapse if the last supporting wall or rock is removed, whether by [[Mine | mining]], [[Deconstruct | deconstruction]], or destruction. Roof collapses cause [[Injury | injuries]] to colonists and damage items. If it's an Overhead Mountain collapsing, colonists will be buried alive.
 
  
=== Roof deconstruction ===
+
== Column ==
Drawing a "Remove roof zone" will cause colonists to remove a constructed roof. Constructors will automatically go and safely remove the roofs without risk of collapse. Overhead Mountains cannot be removed this way, only by triggering a collapse.
+
{{Main|Column}}
{{clear}}
+
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 Stats Table|Column|header=false}}
  
==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}}
+
{{Nav|structure|wide}}
[[Category:Architect]]
+
[[Category:Buildings]]
[[Category:Structure| ]]
 

Latest revision as of 05:20, 5 August 2024

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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 Wall Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 000,338 ticks (5.63 secs) 600 75% 4.95 Silver
    Gold Gold 20 000,122 ticks (2.03 secs) 180 40% 500 Silver
    Granite blocks Granite blocks 0 000,950 ticks (15.83 secs) 510 0% 7.9 Silver
    Limestone blocks Limestone blocks 0 000,950 ticks (15.83 secs) 465 0% 7.9 Silver
    Marble blocks Marble blocks 1 000,883 ticks (14.72 secs) 360 0% 7.7 Silver
    Plasteel Plasteel 0 000,297 ticks (4.95 secs) 840 0% 46 Silver
    Sandstone blocks Sandstone blocks 0 000,815 ticks (13.58 secs) 420 0% 7.4 Silver
    Silver Silver 6 000,135 ticks (2.25 secs) 210 40% 51 Silver
    Slate blocks Slate blocks 0 000,950 ticks (15.83 secs) 390 0% 7.9 Silver
    Steel Steel 0 000,135 ticks (2.25 secs) 300 40% 10 Silver
    Jade Jade 10 000,675 ticks (11.25 secs) 150 0% 27 Silver
    Uranium Uranium 0 000,257 ticks (4.28 secs) 750 0% 31 Silver
    Wood Wood 0 000,095 ticks (1.58 secs) 195 100% 6.3 Silver
  • 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 Compacted plasteel 8,000 0 0 0
    Silver ore Silver ore 1,500 0 0 0
    Compacted steel Compacted steel 1,500 0 0 0
    Uranium ore Uranium ore 4,000 0 0 0
    Jade (ore) Jade 1,500 0 0 0
    Gold ore Gold ore 1,500 0 0 0
    Compacted machinery Compacted machinery 2,000 0 0 0
    Granite Granite 900 0 -2 0
    Limestone Limestone 700 0 -2 0
    Marble Marble 450 0 -1 0
    Slate Slate 500 0 -2 0
    Sandstone Sandstone 400 0 -2 0
    1. 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%
    1. Not sellable.
    2. 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 Door Beauty Work to Build HP Flamma­bility Door
    Speed
    Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 002,125 ticks (35.42 secs) 320 75% 100% 26 Silver
    Gold Gold 20 000,765 ticks (12.75 secs) 96 40% 100% 2,505 Silver
    Granite blocks Granite blocks 0 005,240 ticks (1.46 mins) 272 0% 45% 41 Silver
    Limestone blocks Limestone blocks 0 005,240 ticks (1.46 mins) 248 0% 45% 41 Silver
    Marble blocks Marble blocks 1 004,815 ticks (1.34 mins) 192 0% 45% 40 Silver
    Plasteel Plasteel 0 001,870 ticks (31.17 secs) 448 0% 100% 230 Silver
    Sandstone blocks Sandstone blocks 0 004,390 ticks (1.22 mins) 224 0% 45% 38 Silver
    Silver Silver 6 000,850 ticks (14.17 secs) 112 40% 100% 255 Silver
    Slate blocks Slate blocks 0 005,240 ticks (1.46 mins) 208 0% 45% 41 Silver
    Steel Steel 0 000,850 ticks (14.17 secs) 160 40% 100% 51 Silver
    Jade Jade 10 004,250 ticks (1.18 mins) 80 0% 100% 140 Silver
    Uranium Uranium 0 001,615 ticks (26.92 secs) 400 0% 75% 156 Silver
    Wood Wood 0 000,595 ticks (9.92 secs) 104 100% 120% 32 Silver
  • 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 Autodoor Beauty Work to Build HP Flamma­bility Door
    Speed
    Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 002,750 ticks (45.83 secs) 320 75% 400% 169 Silver
    Gold Gold 20 000,990 ticks (16.5 secs) 96 40% 400% 2,645 Silver
    Granite blocks Granite blocks 0 006,740 ticks (1.87 mins) 272 0% 180% 187 Silver
    Limestone blocks Limestone blocks 0 006,740 ticks (1.87 mins) 248 0% 180% 187 Silver
    Marble blocks Marble blocks 1 006,190 ticks (1.72 mins) 192 0% 180% 185 Silver
    Plasteel Plasteel 0 002,420 ticks (40.33 secs) 448 0% 400% 375 Silver
    Sandstone blocks Sandstone blocks 0 005,640 ticks (1.57 mins) 224 0% 180% 183 Silver
    Silver Silver 6 001,100 ticks (18.33 secs) 112 40% 400% 395 Silver
    Slate blocks Slate blocks 0 006,740 ticks (1.87 mins) 208 0% 180% 187 Silver
    Steel Steel 0 001,100 ticks (18.33 secs) 160 40% 400% 192 Silver
    Jade Jade 10 005,500 ticks (1.53 mins) 80 0% 400% 285 Silver
    Uranium Uranium 0 002,090 ticks (34.83 secs) 400 0% 300% 295 Silver
    Wood Wood 0 000,770 ticks (12.83 secs) 104 100% 480% 173 Silver
  • 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 Column Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 1 001,875 ticks (31.25 secs) 320 75% 22 Silver
    Gold Gold 40 000,675 ticks (11.25 secs) 96 40% 2,000 Silver
    Granite blocks Granite blocks 5 004,640 ticks (1.29 mins) 272 0% 35 Silver
    Limestone blocks Limestone blocks 5 004,640 ticks (1.29 mins) 248 0% 35 Silver
    Marble blocks Marble blocks 8 004,265 ticks (1.18 mins) 192 0% 33 Silver
    Plasteel Plasteel 5 001,650 ticks (27.5 secs) 448 0% 186 Silver
    Sandstone blocks Sandstone blocks 5 003,890 ticks (1.08 mins) 224 0% 32 Silver
    Silver Silver 16 000,750 ticks (12.5 secs) 112 40% 205 Silver
    Slate blocks Slate blocks 5 004,640 ticks (1.29 mins) 208 0% 35 Silver
    Steel Steel 5 000,750 ticks (12.5 secs) 160 40% 41 Silver
    Jade Jade 22 003,750 ticks (1.04 mins) 80 0% 114 Silver
    Uranium Uranium 2 001,425 ticks (23.75 secs) 400 0% 125 Silver
    Wood Wood 5 000,525 ticks (8.75 secs) 104 100% 26 Silver
  • 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).