![]() The core material determines the color, style, and description of the bridge, as well as the labor required for construction.Ĭare should be taken when choosing materials for bridges that will be exposed to fire or magma: Bridges built with non- magma-safe materials will heat up and eventually melt if the center tile (with bias towards the northwest if the center doesn't fall on a single tile) gets covered in magma or exposed to fire, whether the bridge is raised, lowered, or even retracted. the first item that was created in the fortress or that entered the map). The "core" material of the bridge is the oldest individual building material used (i.e. The formula for the number of building materials needed is: number of tiles in the bridge divided by four, rounded down, plus one, or +1 = 13, and so on. Placement of the bridge also requires that all of the tiles it occupies not have more than 1/7 water on them at the time of construction.īridges require stone, logs, and/or blocks - they can be mixed - with blocks being placed significantly faster during the actual construction. The error message 'Needs walkable perimeter' suggests that access is required all the way around the perimeter of the bridge, however, only one accessible adjacent tile is required. Retracting bridges are the default, but if you selected "raising" by mistake, the command key for retracting is s. Since a retracting bridge completely disappears, direction doesn't matter. The direction points to the side of the bridge which will become a wall when the bridge is raised. Before placing a raising bridge, ensure that the bridge raises from the direction you want it to using w a d x. Raising bridges must be anchored to a solid surface on the "raising" edge. Any more requires some solid anchor to provide another 10 tile maximum (in both directions).) You can also place a second bridge on the other side of a wide gap to span as much as 20 tiles. (** You can place additional bridges side by side to make them infinitely wider. (* See note re "core material" under Materials, below) The size of the bridge can be altered with u m k h while placing it, up to a maximum size of 10 squares in each direction (10x10)**. They are first designed by an architect, then require a specialist worker in the material used* (e.g. if you want them to raise or lower, they must be linked to a trigger (see below).īridges can be built ( b -> g) of metal, stone or wood. ![]() They can be used as is, and use less materials than a constructed floor of the same size serving the same purpose. that way if anyone DOES get inside the trading chamber, they become locked in, and you can kill them with fortifications carved in walls behind that bridge/door area.When first built, any bridge is just a static walkway, often (but not necessarily) over open space. Theres also the benefit that if someone makes it onto your access bridge before it collapses, the other one will still raise and they will be dropped into the moat because you have a dual raising/retracting setupįor further security, if you want you can replace the door with another raising bridge inside - but this can potentially atom smash dwarves if they dont get inside quick enough. anyway if you wire them to the same lever while both are open, they work as a single gate mechanism when you need to build to the south Honestly I think bridges should be able to raise backwards too - but they cant. you have a volcano in the south) but that doesnt stop you from haivng TWO bridges (an access travel bridge to outside, and blocking wall bridge) Sometimes you just cant build a fort in a spot where the raising bridges will work (i.e. if its only one wide it wont look different but i believe it still functions as a wall - you could also add one more space if you want the visible difference.īehind the row of channels, add a wall, and put in a locking door of good quality material leading up into the entrance of your fort from inside where the channels go/where the trade depot is built Give one space in front of the bridge, and AFTER that single row of space, dig a 4-5 wide row of channels (and a bridge that wide so merchants can come in) where you have a trade depot under neath.īefore the row of channels, add a second raising bridge. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) ![]() A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar!
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