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− | {{Stub|reason=Needs to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and | + | {{Stub|reason=Needs to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and have analysis of things like roof drop traps. Work to make}} |
− | {{Image wanted|reason=Roof building animation texture and other images as appropriate | + | {{Image wanted|reason=Roof building animation texture and other images as appropriate}} |
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[[File:roof_rimworld.jpg|thumb|right|A single wall or column will support a roof in a roughly circular area 6 tiles around it.]] | [[File:roof_rimworld.jpg|thumb|right|A single wall or column will support a roof in a roughly circular area 6 tiles around it.]] | ||
− | + | A '''roof''' is an area of cover from the elements. They can be natural or artificial, with only minor differences between them. A roof can extend up to 6 tiles from a wall, column, rock wall, or similarly supportive structures, so roofed interiors have a maximum size of 12 cells across the shortest side. Interior areas built larger than this will remain partially unroofed without the use of additional support. Larger roofed areas can be built with the use of columns or interior walls as support pillars. Indoor roofs are automatically built by builders. | |
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− | A roof can extend up to 6 tiles from a wall, column, rock wall, or | ||
− | + | A roof will prevent [[rain]] from affecting the area underneath, prevent [[snow]] from building up, block [[light|sunlight]], prevent [[lightning]] from striking the area, and enclose or partially enclose a [[room]] to help maintain its [[temperature]]. | |
− | + | To build or extend a roof outdoors, a "Build roof area" must first be [[#Drawing roof areas|drawn]]. Leaving 25% of room area or more unroofed makes the room status as "Room unroofed" which, among other effects, equalises room [[temperature]] to outside temperature. | |
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== Types == | == Types == | ||
− | === Overhead mountain | + | {{Stub|section=1}} |
+ | === Overhead mountain === | ||
Overhead mountain has special properties compared to regular roof: | Overhead mountain has special properties compared to regular roof: | ||
*Overhead mountain does not allow [[transport pod]]s to land or any [[mortar shell]]s to hit. Pods will land somewhere else; mortar shells are erased. | *Overhead mountain does not allow [[transport pod]]s to land or any [[mortar shell]]s to hit. Pods will land somewhere else; mortar shells are erased. | ||
*Overhead mountain has natural [[temperature]]-regulating effects. | *Overhead mountain has natural [[temperature]]-regulating effects. | ||
− | *Overhead mountain allows [[infestation]]s to spawn (see [[Infestation# | + | *Overhead mountain allows [[infestation]]s to spawn (see [[Infestation#Spawning]] for details). |
*Overhead mountain is considered more indoors for an undergrounder's [[Indoors (need)|Indoors need]]. | *Overhead mountain is considered more indoors for an undergrounder's [[Indoors (need)|Indoors need]]. | ||
*Overhead mountain cannot be removed. | *Overhead mountain cannot be removed. | ||
*Having a roof collapse will create [[collapsed rocks]], instantly killing or destroying anything underneath. The roof remains the same. | *Having a roof collapse will create [[collapsed rocks]], instantly killing or destroying anything underneath. The roof remains the same. | ||
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+ | === Rock roof (thin) === | ||
=== Constructed roof === | === Constructed roof === | ||
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− | == | + | == 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]], located under the Architect/Zone tab. This can be used to create outdoor roofed areas (to prevent [[rain]], [[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 == | == Roof collapse == | ||
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=== Analysis === | === Analysis === | ||
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The player can prevent roof collapse by preemptively removing roof tiles at risk. Creating a [[Remove roof area]] on the necessary tiles will prompt a colonist to safely remove thin roof. | The player can prevent roof collapse by preemptively removing roof tiles at risk. Creating a [[Remove roof area]] on the necessary tiles will prompt a colonist to safely remove thin roof. | ||
− | Roof collapse can also be manipulated into a weapon to damage entire rooms of enemies at once. Use [[frag | + | Roof collapse can also be manipulated into a [[weapon]] to damage entire rooms of enemies at once. Use [[frag grenade]]s or any ranged weapon to destroy a pillar that was supporting roof over a [[killbox]]. Alternatively, [[IED trap]]s can be placed behind low {{HP}} walls or columns supporting roofs and enemies shot at when they come near it. They will take cover behind the structure, triggering the IED, detonating it and dropping the roof on them for two sources of damage. Pathing hacks that exploit pawn preferences to avoid walking over slower terrain can also be used, such as placing IED roof drop traps on bridges over water. |
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== Roof deconstruction == | == Roof deconstruction == |