Difference between revisions of "Structure"
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!Smoothed Granite Wall | !Smoothed Granite Wall | ||
− | | 900 || | | + | | 900 || | {{ticks|6500}} || | 0% || | 1 || | 20? || | 75% |
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!Smoothed Limestone Wall | !Smoothed Limestone Wall | ||
− | | 700 || | | + | | 700 || | {{ticks|6500}} || | 0% || | 1 || | 20? || | 75% |
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!Smoothed Marble Wall | !Smoothed Marble Wall | ||
− | | 450 || | | + | | 450 || | {{ticks|6500}} || | 0% || | 2 || | 20? || | 75% |
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!Smoothed Sandstone Wall | !Smoothed Sandstone Wall | ||
− | | 400 || | | + | | 400 || | {{ticks|6500}} || | 0% || | 1 || | 20? || | 75% |
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!Smoothed Slate Wall | !Smoothed Slate Wall | ||
− | | 500 || | | + | | 500 || | {{ticks|6500}} || | 0% || | 1 || | 20? || | 75% |
|} | |} | ||
<references/> | <references/> |
Revision as of 11:11, 27 August 2021
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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.
Walls
Walls are impassable structures capable of supporting a roof. Walls can be built out of any building material. Power conduits 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.
Constructed Walls
Stats table
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Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
![]() ![]() |
0 | ticks (5.63 secs) | 338600 | 75% | 4.95 ![]() |
![]() |
20 | ticks (2.03 secs) | 122180 | 40% | 500 ![]() |
![]() |
0 | ticks (15.83 secs) | 950510 | 0% | 7.9 ![]() |
![]() |
0 | ticks (15.83 secs) | 950465 | 0% | 7.9 ![]() |
![]() |
1 | ticks (14.72 secs) | 883360 | 0% | 7.7 ![]() |
![]() |
0 | ticks (4.95 secs) | 297840 | 0% | 46 ![]() |
![]() |
0 | ticks (13.58 secs) | 815420 | 0% | 7.4 ![]() |
![]() |
6 | ticks (2.25 secs) | 135210 | 40% | 51 ![]() |
![]() |
0 | ticks (15.83 secs) | 950390 | 0% | 7.9 ![]() |
![]() |
0 | ticks (2.25 secs) | 135300 | 40% | 10 ![]() |
![]() |
10 | ticks (11.25 secs) | 675150 | 0% | 27 ![]() |
![]() |
0 | ticks (4.28 secs) | 257750 | 0% | 31 ![]() |
![]() |
0 | ticks (1.58 secs) | 95195 | 100% | 6.3 ![]() |
Natural Walls
These cannot be constructed, only mined, but act largely like walls and are provided for comparisons sake.
Material | HP | Flammability | Beauty | Value [1] |
---|---|---|---|---|
Plasteel Ore | 8000 | ? | ? | ? |
Silver Ore | 1500 | ? | ? | ? |
Steel Ore | 1500 | ? | ? | ? |
Uranium Ore | 4000 | ? | ? | ? |
Jade Ore | 1500 | ? | ? | ? |
Gold Ore | 1500 | 0% | ? | ? |
Compacted machinery | 2000 | ? | ? | ? |
Granite | 900 | 0% | -2 | ? |
Limestone | 700 | 0% | -2 | ? |
Marble | 450 | 0% | -1 | ? |
Sandstone | 400 | 0% | -2 | ? |
Slate | 500 | 0% | -2 | ? |
- ↑ Not salable.
Smoothed Walls
Rather than being directly constructed like other walls, these walls are created by smoothing existing rock walls.
Material | HP | Work Required | Flammability | Beauty | Value[1] | Cover Effectiveness |
---|---|---|---|---|---|---|
Smoothed Granite Wall | 900 | 6,500 ticks (1.81 mins) | 0% | 1 | 20? | 75% |
Smoothed Limestone Wall | 700 | 6,500 ticks (1.81 mins) | 0% | 1 | 20? | 75% |
Smoothed Marble Wall | 450 | 6,500 ticks (1.81 mins) | 0% | 2 | 20? | 75% |
Smoothed Sandstone Wall | 400 | 6,500 ticks (1.81 mins) | 0% | 1 | 20? | 75% |
Smoothed Slate Wall | 500 | 6,500 ticks (1.81 mins) | 0% | 1 | 20? | 75% |
- ↑ Not salable.
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 breakdowns ignore the forbidden status.
Stats table
![]() |
Beauty | Work to Build | HP | Flammability | Door Speed |
Market Value |
---|---|---|---|---|---|---|
Material | ||||||
![]() ![]() |
0 | ticks (35.42 secs) | 2,125320 | 75% | 100% | 26 ![]() |
![]() |
20 | ticks (12.75 secs) | 76596 | 40% | 100% | 2,505 ![]() |
![]() |
0 | ticks (1.46 mins) | 5,240272 | 0% | 45% | 41 ![]() |
![]() |
0 | ticks (1.46 mins) | 5,240248 | 0% | 45% | 41 ![]() |
![]() |
1 | ticks (1.34 mins) | 4,815192 | 0% | 45% | 40 ![]() |
![]() |
0 | ticks (31.17 secs) | 1,870448 | 0% | 100% | 230 ![]() |
![]() |
0 | ticks (1.22 mins) | 4,390224 | 0% | 45% | 38 ![]() |
![]() |
6 | ticks (14.17 secs) | 850112 | 40% | 100% | 255 ![]() |
![]() |
0 | ticks (1.46 mins) | 5,240208 | 0% | 45% | 41 ![]() |
![]() |
0 | ticks (14.17 secs) | 850160 | 40% | 100% | 51 ![]() |
![]() |
10 | ticks (1.18 mins) | 4,25080 | 0% | 100% | 140 ![]() |
![]() |
0 | ticks (26.92 secs) | 1,615400 | 0% | 75% | 156 ![]() |
![]() |
0 | ticks (9.92 secs) | 595104 | 100% | 120% | 32 ![]() |
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. 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.
Autodoors
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.
Stats table
![]() |
Beauty | Work to Build | HP | Flammability | Door Speed |
Market Value |
---|---|---|---|---|---|---|
Material | ||||||
![]() ![]() |
0 | ticks (45.83 secs) | 2,750320 | 75% | 400% | 169 ![]() |
![]() |
20 | ticks (16.5 secs) | 99096 | 40% | 400% | 2,645 ![]() |
![]() |
0 | ticks (1.87 mins) | 6,740272 | 0% | 180% | 187 ![]() |
![]() |
0 | ticks (1.87 mins) | 6,740248 | 0% | 180% | 187 ![]() |
![]() |
1 | ticks (1.72 mins) | 6,190192 | 0% | 180% | 185 ![]() |
![]() |
0 | ticks (40.33 secs) | 2,420448 | 0% | 400% | 375 ![]() |
![]() |
0 | ticks (1.57 mins) | 5,640224 | 0% | 180% | 183 ![]() |
![]() |
6 | ticks (18.33 secs) | 1,100112 | 40% | 400% | 395 ![]() |
![]() |
0 | ticks (1.87 mins) | 6,740208 | 0% | 180% | 187 ![]() |
![]() |
0 | ticks (18.33 secs) | 1,100160 | 40% | 400% | 192 ![]() |
![]() |
10 | ticks (1.53 mins) | 5,50080 | 0% | 400% | 285 ![]() |
![]() |
0 | ticks (34.83 secs) | 2,090400 | 0% | 300% | 295 ![]() |
![]() |
0 | ticks (12.83 secs) | 770104 | 100% | 480% | 173 ![]() |
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.
Stats table
![]() |
Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
![]() ![]() |
1 | ticks (31.25 secs) | 1,875320 | 75% | 22 ![]() |
![]() |
40 | ticks (11.25 secs) | 67596 | 40% | 2,000 ![]() |
![]() |
5 | ticks (1.29 mins) | 4,640272 | 0% | 35 ![]() |
![]() |
5 | ticks (1.29 mins) | 4,640248 | 0% | 35 ![]() |
![]() |
8 | ticks (1.18 mins) | 4,265192 | 0% | 33 ![]() |
![]() |
5 | ticks (27.5 secs) | 1,650448 | 0% | 186 ![]() |
![]() |
5 | ticks (1.08 mins) | 3,890224 | 0% | 32 ![]() |
![]() |
16 | ticks (12.5 secs) | 750112 | 40% | 205 ![]() |
![]() |
5 | ticks (1.29 mins) | 4,640208 | 0% | 35 ![]() |
![]() |
5 | ticks (12.5 secs) | 750160 | 40% | 41 ![]() |
![]() |
22 | ticks (1.04 mins) | 3,75080 | 0% | 114 ![]() |
![]() |
2 | ticks (23.75 secs) | 1,425400 | 0% | 125 ![]() |
![]() |
5 | ticks (8.75 secs) | 525104 | 100% | 26 ![]() |
Roof
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 columns or interior walls as pillars. Indoor roofs are automatically built by builders. To build a roof outdoors, a "Build roof area" must first be drawn. Leaving 25% of room area or more unroofed makes the room status as "Room unroofed" which, among other effects, equalises room temperature to outside temperature.
Drawing roof areas
Areas can be designated to have a roof, or not have a roof by drawing either a Build roof area or Remove roof area. This can be used to create outdoor roofed areas (to prevent snowfall or item deterioration), or indoor unroofed areas (protected Solar panels, indoor growing areas). If there is no supporting wall or rock within 6 tiles, no roof will be built.
Roof collapse
A roof will collapse if the last supporting wall or rock is removed, whether by mining, deconstruction, or destruction. Roof collapses cause injuries to colonists and damage items. Normal collapsed roof leaves filth. Collapsed overhead mountain will leave collapsed rocks. Pawns and objects caught under collapsed rocks will be utterly destroyed.
Roof deconstruction
Drawing a "Remove roof area" 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.
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