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Author Topic: Please add roofing to the game  (Read 986 times)

Lidku

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Please add roofing to the game
« on: July 23, 2018, 08:40:10 am »

Roofing is the key feature needed in Dwarf Fortress. Building an aboveground fortress is absolutely insane. No more using stairs to build roofs on the side of the structure, but an actual mechanic please. Also allow us to build walls on floors aka "roofs" if a roofing system won't be added. When I wanted to add another story I came to realize you can't build on floors..
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Mort Stroodle

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Re: Please add roofing to the game
« Reply #1 on: July 23, 2018, 02:13:20 pm »

Roofing is the key feature needed in Dwarf Fortress. Building an aboveground fortress is absolutely insane. No more using stairs to build roofs on the side of the structure, but an actual mechanic please. Also allow us to build walls on floors aka "roofs" if a roofing system won't be added. When I wanted to add another story I came to realize you can't build on floors..

All you have to do is remove the floor in the area where you want to build a wall. The floor and the wall can't occupy the same tile but the wall only needs to be next to a floor in order to be considered supported by it, not on top of it. There's definitely some awkwardness to the current system but you can add another story.
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Batgirl1

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Re: Please add roofing to the game
« Reply #2 on: July 25, 2018, 02:26:03 pm »

Hmm, maybe tweak the current system so that putting a wall on top of a floor automatically makes the builder remove the floor first?
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Starver

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Re: Please add roofing to the game
« Reply #3 on: July 25, 2018, 03:05:45 pm »

Given the floor and the wall use the same quantity of materials (one of the peculiarities of Dorfspace) that'd be one step away from saying "pile that floor up into a wall!" for no additional material costs. (It can be done like that already, except for the additional designation needed, a wait that may or may not be worth factoring into the execution of the "combo" command and the discontinuity of job participation that likely splits the labour over two dorfs.)

Right now, the 'unit block' does not have room for a specific ceiling. There's an (optional, natural-only until dug away by channelling or down-stairwelling) floor, then a height of space within which may be a built floor (of negligible height for most purposes) or any floor-to-ceiling construction that reaches up to the 'optional floor above' and maybe beyond (no 'optional natural floor'-sized leaking gap!). Built furniture can sit on the top of a wall below, atop the ONF or atop any built floor. Including leak-proof floodgates and doors that both reach down to whatever they are built upon and up to whatever upper limit that cell has (again, leakproof against whatevrr the Z+1 barrier might be).

There's some sort of non-Eulideanness to the verticality, maybe. ⅛th + ⅞ths = 1, but so is 0/8ths + ⅞ths. Or it's 8/8ths added in both cases, but still leading to 1 as a total.
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AceSV

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Re: Please add roofing to the game
« Reply #4 on: July 25, 2018, 05:04:26 pm »

Scaffolding is completely realistic, if a bit cumbersome in DF controls.  A more realistic solution for simple roofing and similar build jobs could be to have dwarves use their step ladders to reach high places.  It does annoy me that you need to unbuild floors if you want to change them into walls.  Something I've seen in some DF-like games is that building a construction on top of an existing construction will also unbuild that construction.
« Last Edit: July 25, 2018, 07:23:55 pm by AceSV »
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Miles_Umbrae

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Re: Please add roofing to the game
« Reply #5 on: July 25, 2018, 09:37:14 pm »

It shouldn't be that hard to make it so that if you designate the construction of a wall on top of a constructed floor that it generates one single chained job; First get material for the wall, secondly, bring the material to the designated area, thirdly put the brought material down by your side, fourth step is to deconstruct the "obstructing" floor, and finally use the material brought along to construct that wall.
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Starver

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Re: Please add roofing to the game
« Reply #6 on: July 25, 2018, 09:42:08 pm »

There would be demands that the on-site Floor component could be chosen as valid Wall material (0 distance, or maybe "-1" or "*"  to make it obvious). But the code to handle that would be fiddly. Including how tomdeal with putting a multi-tile 'run' of wall above a (maybe entire, maybe partial) floored area, setting Wall items set to be put upon existing Floor items as "*" distance, but unimpeded Walls falling back to non-Floor supplies at whateber arbitrary distance.

Yeah, fiddly.
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