Difference between revisions of "Structure"
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== Doors == | == Doors == | ||
− | 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. A door can be | + | 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 breaks]] ignore the forbidden status. |
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Revision as of 01:07, 31 March 2018
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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.
Autodoors
Autodoors are powered doors that open as pawns approach, allowing them to move through faster (stone doors) or without slowing at all (all other doors). They require a constant 50W charge to operate. A powered autodoor opens four times as quickly. An unpowered one acts just like a standard door. Autodoors have the same max hit points of a standard door of the same material. A powered door requires at least ~57.69% base speed to not slow colonists down, while unpowered doors require 4x that speed (which excludes all unpowered doors). Like standard doors, autodoors divide areas into separate rooms for room role and stats purposes. Autodoors require 40 steel, 25 materials and 2 components to construct.
Material | HP | Cost | Steel Cost | Work Required | Flammability | Opening Speed | Value [1] |
---|---|---|---|---|---|---|---|
Gold | 150 | 400 | 35 | 24 | 20% | 100% | $7630.00 |
Granite Blocks | 425 | 40 | 35 | 93 | 0% | 45% | $167.20 |
Limestone Blocks | 390 | 40 | 35 | 93 | 0% | 45% | $159.20 |
Marble Blocks | 300 | 40 | 35 | 93 | 0% | 45% | $159.20 |
Plasteel | 700 | 40 | 35 | 18 | 10% | 100% | $1,163.20 |
Sandstone Blocks | 350 | 40 | 35 | 93 | 0% | 45% | $159.20 |
Silver | 175 | 400 | 35 | 18 | 20% | 100% | $883.20 |
Steel | 250 | 75 | - | 18 | 20% | 100% | $163.20 |
Slate Blocks | 325 | 40 | 35 | 93 | 0% | 45% | $159.20 |
Uranium | 625 | 400 | 35 | 64 | 0% | 90% | $3,130.00 |
Jade | 125 | 40 | 35 | 64 | 0% | 90% | $2,645.00 |
Wood Logs | 100 | 40 | 35 | 13 | 100% | 120% | $139.20 |
- ↑ Not sellable.
Doors
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 breaks ignore the forbidden status.
Material | HP | Cost | Work Required | Flammability | Opening Speed | Value [1] |
---|---|---|---|---|---|---|
Gold | 150 | 250 | 19 | 20% | 100% | $7505.00 |
Granite Blocks | 425 | 25 | 74 | 0% | 45% | $62.70 |
Limestone Blocks | 390 | 25 | 74 | 0% | 45% | $57.70 |
Marble Blocks | 300 | 25 | 74 | 0% | 45% | $57.70 |
Plasteel | 700 | 25 | 14 | 10% | 100% | $685.20 |
Sandstone Blocks | 350 | 25 | 74 | 0% | 45% | $57.70 |
Silver | 175 | 250 | 14 | 20% | 100% | $510.20 |
Steel | 250 | 25 | 14 | 20% | 100% | $60.20 |
Slate Blocks | 325 | 25 | 74 | 0% | 45% | $57.70 |
Uranium | 625 | 250 | 50 | 0% | 90% | $2,510.20 |
Jade | 125 | 25 | 50 | 0% | 90% | $2,515.00 |
Wood Logs | 100 | 25 | 10 | 100% | 120% | $45.20 |
- ↑ Not sellable.
Roof
The current game version allows a roof extension of up to 6 cells from a wall, so interiors have a maximum size of 12 cells on the shortest side. Rooms built larger than this will remain unroofed (colonist buildings) or result in a roof collapse (mined rooms, or when demolishing pillars). Larger rooms can be built with the use of single-wall pillars.
The pattern for roof support is as follows:
To obtain maximum coverage, one can place supports in a grid, with 8 tiles between supports.
Roof deconstruction
This involves drawing a No Roof Zone over the area you wish to have roofs get rid of. Constructors will automatically go and safely remove the roofs without risk of collapse.
Overhead Mountains cannot be removed this way.
Roof collapse
This is dangerous as any collapse can cause injuries on colonists. If it's an Overhead Mountain collapsing, colonists will be buried alive. Casualties will cause negative thoughts.
Walls
An impassable wall, capable of holding up a roof if the space between supporting walls and beams is not too far away.
Walls can be built out of any material and Power conduits may be constructed on an existing wall. Walls require 5 materials to construct.
Material | HP | Cost | Work Required | Flammability | Value [1] |
---|---|---|---|---|---|
Gold | 210 | 50 | 3 | 20% | $1500.00 |
Granite Blocks | 595 | 5 | 29 | 0% | $15.72 |
Limestone Blocks | 540 | 5 | 29 | 0% | $14.72 |
Marble Blocks | 420 | 5 | 27 | 0% | $14.72 |
Plasteel | 980 | 5 | 6 | 10% | $136.20 |
Sandstone Blocks | 490 | 5 | 25 | 0% | $14.72 |
Silver | 245 | 50 | 3 | 20% | $100.72 |
Slate Blocks | 455 | 5 | 29 | 0% | $14.72 |
Steel | 350 | 5 | 3 | 20% | $10.60 |
Uranium | 875 | 50 | 5 | 0% | $500.00 |
Jade | 175 | 5 | 13 | 20% | $505.00 |
Wood Logs | 140 | 5 | 2 | 100% | $7.42 |
- ↑ Not sellable.