Wall
Wall
An impassable wall. Capable of holding up a roof.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Depends on materials
Creation
- Work To Make
- 135 ticks (2.25 secs)
- Stuff Tags
- Metallic, Woody, Stony
- Destroy yield
- nothing
Walls are impassable structures primarily used to create rooms.
Acquisition
Walls are built and repaired by colonists assigned to construct. Walls are constructed with 5 Stuff (Metallic/Woody/Stony, 50 for SMVs) and take 135 ticks (2.25 secs) to build.
Wall construction may sometimes fail and waste the materials, more often with lower construction skill.
Summary
Walls are impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, doors, or other impassible objects like coolers is considered a room. Each room has its own room stats - consisting of cleanliness, beauty, wealth, and spaciousness. Power conduits can be constructed below a wall, negating the conduit's beauty penalty. Floors under a wall are also negated for room stats.
Walls can also support roofing, up to 6 tiles away in all directions. If walls, columns, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, collapsed rocks do not.
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms. Pawns cannot travel or shoot through diagonal gaps. However, fire can go through diagonals. If there is an open door on the other side of the diagonal, then pawns can melee attack through.
Walls also provide excellent cover from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will "lean" around the wall to shoot at enemies on the other side.
Special
Certain damage types are designed to deal more damage to impassible terrain, and to walls specifically:
- Walls take 8× damage from Bomb type damage; 4× from being an impassable, and 2× for being a wall
- Walls take 30× damage from Thump type damage; 15× from being an impassable, and 2× for being a wall
- Walls take 7.5× damage from Breach type damage; 10× from being impassable, but 0.75× for being a wall
Meditation
This section relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Ascetics can meditate at a wall for a Meditation Focus Strength of 22%.
Analysis
Walls, or natural rock, are practically essential to create rooms and defensive structures. It's certainly possible to create a room of doors or coolers, but that is just more expensive. As impassible structures, they are important when controling enemy flow and creating killboxes. Sapper and breach raids will explicitly try and break them, but other raiders will path around so long as any target can be reached.
Material choice
Wall materials each have their own advantages and disadvantages:
Wood
Wood is easily obtainable in a vast majority of biomes, and are the fastest wall to create. They are very helpful when first starting a Crashlanded scenario, and often essential for Lost Tribe and Naked Brutality starts. However, wood is flammable. Other than raiders lighting it on fire, a bad dry thunderstorm or conduit explosion could end up engulfing your entire base in flames. Especially by the time you get to using Electricity, you should replace wood with another material.
Stone
Stone is very abundant, but very time consuming. In addition to constructing the wall, cutting up stone blocks takes quite a bit of work. However, stone types are available in bulk, generally fairly hardy and are completely fire-proof. Ideally, all large walls should be made of one of the more durable stone types however strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it.
- Granite is the most durable wall material. Limestone is the 2nd most durable. Limestone has have no advantage as walls over granite, unless your biome happens to lack the harder stone.
- Sandstone walls are the quickest stone wall to build, which can save a lot of time for large bases. They are also the weakest stone type able to resist a single standard 50 damage
explosion without failure, while no material short of plasteel can resist two. This makes Sandstone the lowest acceptable tier for outer walls, mortar pits, and similar defences.
- Slate has essentially no redeeming qualities compared to other stone types. They are destroyed by a single explosion and their benefits of being lighter as when in material form is rarely relevant. They are still stronger than steel and wood, and are non-flammable, but they should only be used when other, stronger stone types aren't available.
- Marble walls give +1 beauty to a room and colonists looking at it. They are otherwise the least durable stone wall.
Metal
Steel isn't as durable as stone, but is much quicker to make. Steel may be a necessity in material-scarce biomes like the ice sheet. Steel walls are also flammable, unlike concrete and the actual steel item. Overall, steel walls are useful as a quick installation or when nothing else is available, but the other demands on steel supplies and the relative fragility of the walls make them a poor choice in most circumstances.
Plasteel and Uranium are even stronger than stone and are similarly non-flammable, but these materials are significantly rarer and more expensive than other alternatives. As such they should be reserved for locations that need to take a lot of damage without failure, such as the the entrance, back wall, and defenses of a killbox.
Gold and Jade walls are more beautiful than regular walls, but are inferior to the same materials turned into sculptures when increasing room stats.[Verify]
Stats table
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 |
Version history
- 0.7.581 - Wood wall and metal wall merged into wall with the introduction of the stuff system.
- 1.1.0 - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
- 1.1.2654 - Increase psyfocus gain of wall from 11 to 22.
- 1.3.3200 - Thump damage multiplier versus walls reduced from 4× to 2×.