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文件:Room preview.png
One of those "snobby rich human noble" rooms.

A functional room is a contiguous area extending out from a piece of furniture that defines the room, created when the room is defined from that piece of furniture. A room, as the game understands it, only exists when specifically defined from a specific piece of furniture. For example, a small chamber with a bed in it is not yet a bedroom; you have to select the bed and define a bedroom from it in order for it to be recognized as a "room" with a specific function, as opposed to just another hollowed-out area of your fortress, same as any tunnel or mined out vein of ore. Only one room can be defined from any one piece of furniture, and there are reasons why you don't want the area of designated rooms to overlap (see below).

功能性的房间是从一件家具延伸出来的连续区域,这个区域是从该件家具定义而来的。正如游戏机制理解的那样,房间只有在由特定家具明确定义时才存在。例如,一个有的小房间还不是卧室;你必须选择定义一间卧室,游戏才能将其识别为具有特定功能的“房间”,而不是要塞中的一个掏空的区域,像其他隧道或矿脉一样。任何一件家具只能定义一个房间,且不希望指定房间区域重叠是有理由的(见下文)。

When sizing a room, the game will display the tiles which are currently included in the room. Each of those tiles is considered part of the room, and will contribute to both the room's value and its effectiveness. The room does not have to be enclosed by walls, but surrounding walls do have an effect on room value. It is possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value. The maximum size of a room is 60×60 tiles.

调整房间大小时,游戏将显示房间中当前包含的图块。每一个图块都会被视为房间的一部分,将有助于提高房间的价值及其有效性。房间不需要用墙围起来,但周围的墙确实会影响房间的价值。可以在一个实际的封闭空间中定义多个这样的房间;它们甚至可能重叠,尽管这会损害房间的价值。房间的最大尺寸为60×60图块。


Creating 创建

To create a room, you must first have built something capable of supporting a room from the build menu, such as a table or bed. Then you must select the completed item in question with the q command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external doors. If you first build the door to create a closed space, then the game will define the room, so you won't need to resize it unless it is very big.

要创建房间,你必须首先从建造b菜单中建造能够定义房间的物品,例如桌子。之后你需使用q命令查询已建设完成的物品,然后选择创建房间。房间的半径以矩形向外延伸,但在碰到墙壁或外用时会停止。如果你首先建造门,创建了一个封闭的空间,那么游戏将定义房间,你不需要调整它的大小,除非它非常大。

If you want a room definition to expand through a door and into the space beyond, you can set the door to "internal" in the door's q menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.

如果希望房间定义穿过门扩展到外部空间,可以在门的查询q菜单中将门设置为“内用”。房间不必四面都被遮挡,甚至可以重叠,但出于各种原因,你通常希望避免重叠房间,并给它们适当的边界。

In general, you only need to define a room from one object in the room. For instance, a communal dining room is defined from one table -- just give the room a large enough radius to cover the whole space.

通常,你只需要从房间中的一个对象定义房间。例如,公共餐厅是由一张桌子定义的——只需给房间一个足够大的半径,以覆盖你想囊括的整个空间。

Rooms cannot span z-levels; when you define a room it can only be on a single level.

房间不能跨越z层;当你定义一个房间时,它只能位于一个楼层中。

Room types 房间种类

Room type Designated from
陵墓 石棺
营房 , 柜子, 容器, 武器支架, 或 盔甲支架
集体宿舍
公共食堂 桌子
卧室
办公室 椅子
集会厅
动物园 笼子
纪念厅 纪念板
雕塑公园 雕像
监狱 金属笼子, 拘束装置
博物馆 台座

Assigning 分配房间

Rooms can be assigned to specific dwarves. When dwarves have their own room, happy thoughts occur when they sleep in it (alternatively, unhappy thoughts can occur when they do not have their own room to sleep in). Also, most nobles require an assignment to a room.

房间可以分配给特定的矮人。当矮人有自己的房间时,睡在房间里会产生快乐的想法(换一种说法,当他们没有自己的能睡觉的房间时会产生不快乐的想法)。此外,大多数贵族会要求被分配一个房间。

If you assign two or more rooms of the same type to a dwarf, the value of the piece of furniture that defines the room determines which room the dwarf will prefer to use. For example, if you give a dwarf two bedrooms, the dwarf will prefer to use the room with the higher quality bed, regardless of the comparative quality values of each room.

如果将两个或多个相同类型的房间指定给一个矮人,、矮人更喜欢使用哪个房间,取决于定义房间的那一个家具的价值。例如,如果你分配给一个矮人两间卧室,那么不管两个房间的总价值量如何不同,矮人都会喜欢使用有更高质量床的那个房间。

You can assign rooms to dwarves manually or automatically. If a dwarf (who does not already have a room) is ready to sleep and there is an unassigned room available, it will be spontaneously claimed by that dwarf. Married couples will share a bedroom, with the exception of some nobles.

您可以手动或自动将房间分配给矮人。如果一个矮人(在还没有房间时)准备睡觉,并且要塞中存在一个未被分配的房间(卧室),那么这个矮人会自动认领该房间。已婚夫妇将共用一间卧室,但一些贵族除外。

Locations 地点

Rooms can be assigned to a location—such as a bedroom being assigned to a tavern as a rented room—from the location menu when a room is selected with q.

房间可以被指定给一个地点。比如一间卧室可以指定给酒馆作为可出租房间,你可以通过查询q特定房间时选择位置l菜单来指定。

Quality 质量

Most dwarves don't have high expectations when it comes to rooms - a communal dining room and dormitory are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy thoughts, helping to avoid tantrums. Nobles, on the other hand, require rooms of a particular minimum quality that contain certain furniture. Not meeting these demands will make them stressed, and may prevent them from functioning at their full capacity.

大多数矮人对房间没有太高的期望——一个公共的餐厅宿舍对普通矮人来说已经足够了,但如果把餐厅建得更豪华,给他们分配个人卧室,则可以让他们获得更多的快乐想法,有助于避免发脾气的情况发生。另一方面,贵族会要求房间达到一定的质量,并包含特定的家具。不满足这些要求会使他们感到压力,并可能让他们无法充分发挥作用。

Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in the room. If the floor area of two or more rooms overlap, each such room is reduced in value by 75%论坛贴子, but a wall can be part of multiple rooms without causing a decrease in value. Doors not marked as internal are not counted towards the value of any room论坛贴子, though they can separate rooms without the 75% loss of value. Note that this penalty is only applied once. There is no difference in value between a piece of furniture shared by two rooms, or by forty.

房间质量取决于房间地板和墙壁的总价值,加上房间内任何家具以及其他建造物的价值。如果两个或多个房间的指定区域重叠,则每个房间的价值将减少75%论坛贴子,但同一堵墙可以是多个房间中的一部分,并不会导致房间价值降低。未标记为内用的门不计入任何房间的价值论坛贴子,但它们可以用来分隔房间且不会导致75%的价值损失。请注意,此处75%的价值损失仅会生效一次。两个房间或四十个房间共用的一件家具在价值上没有差别。

A room that is not entirely enclosed by walls suffers a partial value penalty to the total value of the room tiles (including the item designating the room), but not to any other items placed in the room.* Thus, if a room is not going to be fully enclosed by walls, it's best to use your low-value item (if you have one) to designate the room.

未完全被墙壁包围的房间将在房间图块(包括用来指定房间的物品)总价值的基础上,受到部分价值惩罚,但房间内放置的其他任何物品都不会受到部分价值惩罚。因此,如果一个房间注定不能完全被墙壁包围,最好使用低价值物品(如果有的话)来指定房间。

Room quality levels can be viewed in the Room/Building List (R) screen.

可以在“房间/建筑列表”(R)界面中查看房间质量等级。

卧室名称 餐厅名称 办公室名称 土坟名称 价值数值
微薄的住处 微薄的餐厅 微薄的办公室 土坟 1
简朴的住处 简朴的餐厅 简朴的办公室 仆从的墓室 100
住处 餐厅 办公室 墓室 250
像样的住处 像样的餐厅 像样的办公室 陵墓 500
优质的住处 优质的餐厅 极佳的办公室 优质的陵墓 1000
绝妙的卧室 绝妙的餐厅 王座室 陵寝 1500
堂皇的卧室 堂皇的餐厅 豪华的王座室 堂皇的陵寝 2500
皇家卧室 皇家餐厅 皇座厅 皇家陵寝 10000

Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought "... dined in a legendary dining room ...".

注:未分配(或公共)的房间可能会被其他形容词引用,例如“……在传奇餐厅用餐……”的快乐想法。

(* See forum thread论坛贴子 for full discussion)
(* 查看论坛讨论串论坛贴子以了解全部)

Increasing room value 增加房间价值

Making a large room, so that it has more floor and wall space, is an easy way to start out a high-quality room, as is forming the room with natural walls of valuable stone like limestone or obsidian (to make a really valuable room, put it in a magnetite cluster) or keep an eye out for gem clusters. (Note that mined tiles now revert to the base layer material, but a ruby pillar in the middle of a room still adds substantial value.) Once a room has been mined out, its value can be increased by smoothing and engraving the floor and walls.

指定一个大房间,让它含有更多的地板和墙壁空间,是一个创建高质量房间的简单方法。也可以利用有价值的自然石材墙壁打造房间,如石灰石黑曜石(要打造一个真正有价值的房间,可以把它建造在磁铁矿簇中),或者也可以考虑宝石矿簇(请注意,开采过的图块如今会恢复为基层材料,但房间中间的红宝石矿柱仍能增加大量房间价值)。一旦房间被挖掘出来,就可以通过地面和墙壁的平滑雕刻增加房间价值。

Afterwards, placing valuable furniture (Preferably encrusted with gems or artifact quality) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value:

之后,放置贵重的家具(最好是镶有宝石或神器级别的)是一种增加房间价值的选择,但并不是唯一选择。房间内的建造物(包括各种工坊)也会增加房间价值,因此您可以在建筑建造时使用非家具类的神器材料来增加房间价值:

类型 建筑物
武器 武器陷阱
圆桶 染坊, 堆灰场
提桶 染坊, 堆灰场, *
机件 拉杆, 齿轮组件, 陷阱, *
链条 拘束装置, *
铁砧 锻造间
* - gains additional quality from skilled architecture and construction
* - 会从熟练的建筑设计和施工中获取额外的质量

Weapon traps are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, and the mechanism can be encrusted with gems.

武器陷阱是一种在节省空间的同时大量增加房间价值的绝佳方法:一个陷阱中可包含10个贵重的部件和一个机件,其中机件可以镶嵌宝石。

Also, Levers have the special property that they can be used to stack an unlimited number of mechanisms, all of which count towards room value, in one tile. To add mechanisms simply link the lever to a deconstructible building such as a cage and pull the lever — one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level.

此外,拉杆具有一个特别的特性,即可以在一个图块中堆叠无限数量的机件,所有这些机件都将计入房间价值。要添加机件,只需将拉杆链接到笼子等可拆卸建筑上,然后拉动拉杆——用于链接的其中一个机件将保留在拉杆中。您可以根据需要多次重复此过程,直到将房间价值增加到所需的水平。

View Rooms/Buildings 查看房间/建筑物

The R command will bring up a list of all rooms, activity zones, stockpiles, and built furniture. It can be a very long list!

R命令将显示所有房间、活动区、库存和已建家具的列表。这可能会是一个很长的列表!

Rooms which have overlap (reducing their value) will be highlighted in red.

有重叠(减少房间价值)的房间将以红色突出显示。

See also 另请参阅