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 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 |
- Not salable.
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 |
- Not sellable.
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 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 role and stats purposes. Autodoors require 40 steel, 25 materials, and 2 components to construct.
|Material||HP||Cost||Steel Cost||Work Required||Flammability||Opening Speed||Value |
- Not sellable.
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.
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.
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.