Difference between revisions of "Structure"

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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.
+
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 ==
  
Walls are impassable structures capable of supporting a roof. Walls can be built out of any building material. [[Power conduit]]s may be constructed in an existing wall. Walls require 5 materials to construct.
+
Walls are impassable structures capable of supporting a roof. Walls can be built out of any building material. [[Power conduit]]s may be constructed in an existing wall. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.
 
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{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
! Material !! HP !! Cost !! Work Required !! Flammability !! Beauty !! Value <ref>Not sellable.</ref>
+
! Material !! HP !! Cost !! Work Required !! Flammability !! Beauty !! Value <ref>Not salable.</ref>
 
|-
 
|-
![[Resources|Gold]]
+
![[Plasteel]]
 +
| 980 || | 5 || | 5 || | 20% || | 0 || | $46.07
 +
|-
 +
![[Silver]]
 +
| 245 || | 50 || | 3 || | 40% || | 6 || | $50.49
 +
|-
 +
![[Steel]]
 +
| 350 || | 5 || | 3 || | 40% || | 0 || | $9.99
 +
|-
 +
![[Uranium]]
 +
| 875 || | 5 || | 5 || | 0% || | 0 || | $30.92
 +
|-
 +
![[Jade]]
 +
| 175 || | 5 || | 12 || | 0% || | 10 || | $27.43
 +
|-
 +
![[Wood]]
 +
| 225 || | 5 || | 2 || | 100% || | 0 || | $6.34
 +
|-
 +
![[Gold]]
 
| 210 || | 50 || | 3 || | 40% || | 20 || | $500.00
 
| 210 || | 50 || | 3 || | 40% || | 20 || | $500.00
 
|-
 
|-
![[Resources|Granite Blocks]]
+
![[Stone blocks|Granite blocks]]
 
| 595 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
| 595 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
|-
 
|-
![[Resources|Limestone Blocks]]
+
![[Stone blocks|Limestone blocks]]
 
| 540 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
| 540 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
|-
 
|-
![[Resources|Marble Blocks]]
+
![[Stone blocks|Marble blocks]]
 
| 420 || | 5 || | 15 || | 0% || | 1 || | $7.67
 
| 420 || | 5 || | 15 || | 0% || | 1 || | $7.67
 
|-
 
|-
![[Resources|Plasteel]]
+
![[Stone blocks|Sandstone blocks]]
| 980 || | 5 || | 5 || | 20% || | 0 || | $46.07
 
|-
 
![[Resources|Sandstone Blocks]]
 
 
| 490 || | 5 || | 14 || | 0% || | 0 || | $7.43
 
| 490 || | 5 || | 14 || | 0% || | 0 || | $7.43
 
|-
 
|-
![[Resources|Silver]]
+
![[Stone blocks|Slate blocks]]
| 245 || | 50 || | 3 || | 40% || | 6 || | $50.49
 
|-
 
![[Resources|Slate Blocks]]
 
 
| 455 || | 5 || | 16 || | 0% || | 0 || | $7.92
 
| 455 || | 5 || | 16 || | 0% || | 0 || | $7.92
|-
 
![[Resources|Steel]]
 
| 350 || | 5 || | 3 || | 40% || | 0 || | $9.99
 
|-
 
![[Resources|Uranium]]
 
| 875 || | 5 || | 5 || | 0% || | 0 || | $30.92
 
|-
 
![[Resources|Jade]]
 
| 175 || | 5 || | 12 || | 0% || | 10 || | $27.43
 
|-
 
![[Resources|Wood]]
 
| 225 || | 5 || | 2 || | 100% || | 0 || | $6.34
 
 
|}
 
|}
 
<references/>
 
<references/>
Line 58: Line 58:
 
== 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. 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.  
+
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.  
 
<br/>
 
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{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
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<references/>
 
<references/>
  
== Roof ==  
+
== Bridge ==
[[File:roof_rimworld.jpg|thumb|right|A single wall pillar will support a roof in the area around it.]]
 
A roof is an area of cover from the elements. A roof can extend up to 6 cells 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 interior walls as pillars. Indoor roofs are automatically built by Constructors. To build a roof outdoors, a "Build roof area" must first be drawn.
 
  
=== Drawing roof areas ===
+
Bridges are structures that can be built on water. Once built it can support most structures, including walls, but not particularly heavy structures.  [[Floor]]s may not be built atop bridges.
  
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.
+
Bridges cost 12 wood each. They can be destroyed by fire or explosions.
  
=== Roof collapse ===
+
== Autodoors ==
  
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, but don't damage items. If it's an Overhead Mountain collapsing, colonists will be buried alive.
+
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.
  
=== Roof deconstruction ===
+
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.
  
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.
+
In all other aspects, an autodoor is identical to a regular door made of the same material.
  
== Autodoors ==
+
Construction requires 30% additional work, 40 steel and 2 components on top of the 25 base material for the regular door.
  
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 roles|room role]] and [[Room stats|stats]] purposes. Autodoors require 40 steel, 25 materials and 2 components to construct.
+
For more information, see the main article [[Autodoor]].
 
<br/>
 
<br/>
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
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<references/>
 
<references/>
  
== Bridge ==
+
== Roof ==
 +
[[File:roof_rimworld.jpg|thumb|right|A single wall pillar will support a roof in the area around it.]]
 +
A roof is an area of cover from the elements. A roof can extend up to 6 cells 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 interior walls as pillars. Indoor roofs are automatically built by Constructors. To build a roof outdoors, a "Build roof area" must first be drawn.
 +
 
 +
=== 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 [[Snow | snowfall]] or [[Deterioration | item deterioration]]), or indoor unroofed areas (protected [[Solar generator | 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 [[Mine | mining]], [[Deconstruct | deconstruction]], or destruction. Roof collapses cause [[Injury | injuries]] to colonists and damage items. If it's an Overhead Mountain collapsing, colonists will be buried alive.
 +
 
 +
=== Roof deconstruction ===
  
Bridges are structures that can be built on water. Once built it can support most structures, including walls, but not particularly heavy structures.
+
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.
  
Bridges cost 12 wood each. They can be destroyed by fire or explosions.
 
  
 
[[Category:Architect]]
 
[[Category:Architect]]
 
[[Category:Structure]]
 
[[Category:Structure]]

Revision as of 09:55, 5 November 2019

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Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings)

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. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.

Material HP Cost Work Required Flammability Beauty Value [1]
Plasteel 980 5 5 20% 0 $46.07
Silver 245 50 3 40% 6 $50.49
Steel 350 5 3 40% 0 $9.99
Uranium 875 5 5 0% 0 $30.92
Jade 175 5 12 0% 10 $27.43
Wood 225 5 2 100% 0 $6.34
Gold 210 50 3 40% 20 $500.00
Granite blocks 595 5 16 0% 0 $7.92
Limestone blocks 540 5 16 0% 0 $7.92
Marble blocks 420 5 15 0% 1 $7.67
Sandstone blocks 490 5 14 0% 0 $7.43
Slate blocks 455 5 16 0% 0 $7.92
  1. 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 breaks ignore the forbidden status.

Material HP Cost Work Required Flammability Opening Speed Value [1]
Gold 150 250 19 20% 100% $7,505.00
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
  1. Not sellable.

Bridge

Bridges are structures that can be built on water. Once built it can support most structures, including walls, but not particularly heavy structures. Floors may not be built atop bridges.

Bridges cost 12 wood each. They can be destroyed by fire or explosions.

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 information, see the main article Autodoor.

Material HP Cost Steel Cost Work Required Flammability Opening Speed Value [1]
Gold 150 400 35 24 20% 100% $7,630.00
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
  1. Not sellable.

Roof

A single wall pillar will support a roof in the area around it.

A roof is an area of cover from the elements. A roof can extend up to 6 cells 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 interior walls as pillars. Indoor roofs are automatically built by Constructors. To build a roof outdoors, a "Build roof area" must first be drawn.

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. If it's an Overhead Mountain collapsing, colonists will be buried alive.

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.