Dragonwilds:Buildings/Mechanics
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Template:Otheruses Building mechanics are ways that players can create Dragonwilds:building structures/objects, general decorations, and other types of furniture. Players can start building by pressing the default Template:Key press button on their keyboard to unlock the building interface.
Placement
Upon clicking on an unlocked type of structure, players can choose the area to place the object and can rotate it as the object is previewed (assuming players have the required materials). Players can rotate the previewed structure with the following:
| Key press | Direction |
|---|---|
| Scroll wheel | Rotation along the Z-axis |
| Alt + scroll wheel | Towards/away from the player |
| Shift + scroll wheel | Up/down from the world's surface |
Repair mode
If a structure has visible signs of damage (at 50% health or below) or if the structure is below 100% health, players can fix it with its base material. For example, a square foundation requires one ash log if the structure is below 100%.
Players will need to make sure the structure's health stays above 1% health. Otherwise, the structure will collapse, leaving behind the base materials used to create the structure.
Ghost mode
Players can create ghost-like structures without the required materials, either on a solid foundation or a wall. Ghost mode is useful for determining if the object can be stable without the need to build with physical materials on hand. After placing the object, this creates a pseudo-structure that can be built whenever the player has the required materials. To destroy the pseudo-structure, players can go to their build menu and toggle "Repair mode", and click on the scroll wheel to dismantle the structure. To build the pseudo-structure, click on the Template:Key press key.
Ghost mode will not work in the temple at Dragonwilds:Temple Woods, Dragonwilds:Vaults, and inside instanced areas.
Cycle snapping mode
Players who enable cycle snapping mode can see either the object's full points of contact when connecting structures, the object's most critical points of contact, or no points of contact. This also works with ghost mode, as players can see the points of contact with the pseudo-structure. Cycle snapping mode will only be enabled if players are hovering over the previewed object with another built object.
Note that only house structures will have cycle snapping mode; any decorations such as Dragonwilds:barrels will not have points of contact shown on their outline.
No snapping
No snapping allows the player to not allow the object to be automatically placed to another built object. This may be useful for abstractly placing objects without the object moving automatically.
Basic snapping
Basic snapping allows the player to see the most critical points of contact. For example, a Dragonwilds:wall and a square tile will display four points of contact on each corner, and a floor will also display four points of contact
Advanced snapping
Advanced snapping allows the player to see all of the points of contact. For example, a wall and a square tile will display 13 points of contact, with three between the corners.
Stability
Objects that do not have a solid foundation underneath will display a yellow outline (warning) around the previewed object and a red outline (prohibited) around the previewed object. Certain structures, such as a wall or floor, can be built up to six structures above the ground without a foundation. In addition, directly stacking objects above each other will perform the same action, depending on the constructed object. For larger constructions, using multiple foundations on the ground is necessary to expand the stable building area. This also adds redundancy, preventing a total collapse if one anchor is accidentally removed.
Areas with non-stable foundations include the temple at Temple Woods, Vaults, and inside instanced areas.
When placing a foundation or anything on the ground, all basic snapping points for the desired structure must be in contact with the ground at the same time. This means any structure (or the tent from casting Dragonwilds:Summon Shelter) must be on flat land. Otherwise, a red UNSTABLE will pop up on the screen.
Block types and stability
Beams and foundations are the best blocks to use for anchors as they provide the greatest amount of stability. Thick and thin beams offer the same stability and can provide the upper-constructed objects a stable defence if the bottom of the structure is broken. Walls and stairs, when used as anchors, provide less stability than beams or foundations.
The material used for the anchor block dictates the build's stability limits. Ash objects allow for a structure 5 blocks high and 3 blocks wide. The travel distance for stability is about 4-5 blocks from the anchor. Oak is a superior anchor material, permitting builds of up to 8 blocks high and 5 blocks wide. It also provides a stable travel distance of 6-8 blocks without a foundation.
General base building tips
- Prioritise oak structures: Always use the highest-tier material available for building anchors (which is currently Oak). The rest of the structure can be built from less expensive materials like Ash without impacting the overall stability limits.
- Beware of false anchors: A block may appear green and seem to be on (or in) the ground, but it might not be a true anchor providing its own stability. This can severely limit the player's build and may be related to a known issue of placing beams on cliffs. Be cautious when deleting any anchor to avoid an unexpected structural collapse.
- Use beams for framing: Beams are recommended for creating the main frame of a build because they make it easy to visualise and trace stability paths.
- Roofs: Roofs are often difficult to place due to stability limits at the top of a building. Plan to have less roof space, potentially reducing the building height by a floor or two to accommodate a decent-sized roof. Frequent support beams running up from anchors are needed for larger roofs.
- Leverage different beam types and sizes:
- Long vs. short beams: It is best to use long beams for the main structure, but supplement them with short poles where needed. Short poles can sometimes provide extra building room at their unique snapping points.
- Angled beams: Using 45° beams (or other angled beams, depending on the player's structure) can help expand the buildable area by filling in gaps between horizontal and vertical beams. They are also useful for anchoring structures into the cliffside.