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(Created page with "==Dirt Road== {{Building | Name = Dirt Road | Picture = Dirt_Road.png | Placement = Land near Road or Town Square | Materials = * None | Speedup...")
 
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==Dirt Road==
[[file:RoadConstruction.png|frame|right|Construction window's roads category.]]
'''Roads''' are required to connect buildings so they can trade. The type of road makes no difference to the buildings.


{{Building
After placing a road, the next road is started from the end of the previous road. This can be cancelled by pressing the <code>space</code> key or re-selecting the road type in the construction window.
| Name = Dirt Road
| Picture = Dirt_Road.png
| Placement = Land near [[:Category:Buildings|Road]] or [[Town Square]]
| Materials =
* None
| Speedup =
* [[Shovel]]
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Dirt roads require no materials and no tools. They only need labor to be built. Therefore, these are usually the first roads used in a new town. Dirt roads are also the only type of roads that do not level the terrain where they are built.


Dirt slabs will raise and flatten the terrain to the elevation that the line crossing through the circle points to. To raise or lower a slab, you can use the arrow keys to turn the circle and select a different elevation. Caution should be used when placing dirt slabs on steep inclines, as it will raise the surrounding area - including the area under buildings or neighboring dirt slabs.
Roads in general require little labor to build, but extreme changes in terrain elevation take additional labor to level the ground.


Placement: Use the mouse wheel or arrow keys to make the placement circle the larger circle, then place as a normal road.
In addition, there are special ''areas''. These are placed just like roads, however are used to modify terrain in some special way. They do not block construction of buildings or other roads. These are listed below.


Roads in general require little labor to build, but slabs take additional labor to level the ground. Roads can be placed next to unfinished roads.
On the construction window, you'll see three dropdowns under the buttons, going from top to bottom:


# The first specifies if the road is ''Sloping'', and thus slopes from the start terrain level to the terrain at the end, or if the road is ''Level'', where it flattens the land all the way to the end. The left/right arrow keys can be used to switch between these on the fly.
# The second dropdown specifies the road ''width''. This is self-explanatory and can be changed up to a maximum of 80 meters and a minimum of 8. Be aware that sloping and level grades have separate width settings, with the default for sloping being 16m while the default for level grade is 52m.
# The third and final dropdown specifies the ''angle snap'' when holding shift while placing a road or area. This is useful for creating clean connections and placements.
Be aware that the selected construction material (Logs, Metal, etc) has no effect on roads and the type of road selected is the only factor which matters. In addition, the "Make product" and blueprint parts of the UI are not applicable to roads. Bridges are an exception, however a bridge is essentially just a building.


==Road Types==
[[File:ConcreteRoad.png|thumb|right|400px|How a standard concrete road looks when built.]]
===Roads===
{|style="text-align:center;width:100px;" class="wikitable"
|A basic dirt road. Requires no materials.||An asphalt road. Exactly like concrete roads, but they're darker in color and require oil. They also cannot be built in the super hot environments found on worlds in the inferno orbit zone.||A concrete road. Requires stone. Stone is automatically fetched from the environment.
|-
|[[File:BRoadDirt.png|200px]]||[[File:BRoadAsphalt.png|200px]]||[[File:BRoadConcrete.png|200px]]
|}


===Areas===
{|style="text-align:center;width:100px;" class="wikitable"
|The Grade Area tool. Is used to flatten huge chunks of land. Does not affect foliage.||The Defoliate Area tool. Used to clear trees, shrubs, and ground cover.||The Clear Area tool. Used to mow ground cover, and clear trees and shrubs.||The Irrigate Area tool. Grows local trees, mowed ground cover and shrubs.
|-
|[[File:GradeArea.png|200px]]||[[File:DefoliateArea.png|200px]]||[[File:ClearArea.png|200px]]||[[File:IrrigateArea.png|200px]]
|}


 
==Trivia==
 
In the past, a fourth type of road existed called [[File:BRoadPressurized.png]]''Pressurized Road''. These provided the same protection as buildings with breathable HEV-safe interiors, and let you walk around a hazardous-environment city without an [[EV Suit]]. They had physical enclosures representing the pressurized area.
 
__NOTOC__
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
==Concrete Road==
 
{{Building
| Name = Concrete Road
| Picture = BRoadConcrete.png
| Placement = Land near [[:Category:Buildings|Road]] or [[Town Square]]
| Materials =
* 1 [[Stone]]
| Speedup =
* [[Shovel]]
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Concrete roads are exactly like asphalt roads, except they are lighter in color and don't require oil to build. They take only 1 stone, with a variable amount of labour based on how much leveling you need to do, and the length of the road. They are placed the same as [[Dirt Road|dirt roads]].
 
Concrete slabs  placed alone will raise and flatten the terrain square to point the line crossing the circle is pointing to, similar to dirt slabs. You can use the arrow keys to turn this line and change the elevation.
 
Caution must be taken when lowering high areas, as creating a low area next to a high area with a large enough height difference between them will cause the ground to poke through and hide the low tile. This can only be fixed by adjusting the height of the entire area (either making the high area low or vice versa), as there is currently no way to recreate the natural slopes.
 
To place a slab, simply use the mouse wheel or the arrow keys to select the larger circle when building roads, and place as a normal road.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
==Asphalt Road==
 
{{Building
| Name = Asphalt Road
| Picture = Asphalt_Road.png
| Placement = Land near [[:Category:Buildings|Road]] or [[Town Square]]
| Materials =
* 1 [[Oil]]
| Speedup =
* [[Shovel]]
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Asphalt roads are harder to construct than dirt roads, require oil, and cannot be built on inferno worlds.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
==Pressurized Road==
 
{{Building
| Name = Pressurized Road
| Picture = Pressurized Road.png
| Placement = Land near [[:Category:Buildings|Road]] or [[Town Square]]
| Materials =
* 1 [[Electronic Part]]
* 1 [[Metal]]
* 1 [[Plastic]]
* 1 [[Stone]]
| Tools =
* [[Soldering Iron]]
* [[Glue Gun]]
* [[Shovel]]
| Speedup =
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Pressurized roads are used on moonbases and other toxic atmospheres to allow citizens to work and live there, and to allow you to move around without an environment suit on. Pressurized roads are not needed for a colony because all buildings will come with their own dome including the flag. Dirt roads can be used instead.
 
When built on planets with Atmospheres, these roads prevent spacecraft and vehicles from accumulating naturally damaging corrosion damage. They will always have the perfect mix of breath gas and air pressure for you to survive in any climate.
 
Haxus once stated they may cause crashing damage when a ship lands on them due to crashing through the glass.  
 
[[Category:Buildings]]
[[Category:Buildings]]

Latest revision as of 12:27, 10 March 2024

Construction window's roads category.

Roads are required to connect buildings so they can trade. The type of road makes no difference to the buildings.

After placing a road, the next road is started from the end of the previous road. This can be cancelled by pressing the space key or re-selecting the road type in the construction window.

Roads in general require little labor to build, but extreme changes in terrain elevation take additional labor to level the ground.

In addition, there are special areas. These are placed just like roads, however are used to modify terrain in some special way. They do not block construction of buildings or other roads. These are listed below.

On the construction window, you'll see three dropdowns under the buttons, going from top to bottom:

  1. The first specifies if the road is Sloping, and thus slopes from the start terrain level to the terrain at the end, or if the road is Level, where it flattens the land all the way to the end. The left/right arrow keys can be used to switch between these on the fly.
  2. The second dropdown specifies the road width. This is self-explanatory and can be changed up to a maximum of 80 meters and a minimum of 8. Be aware that sloping and level grades have separate width settings, with the default for sloping being 16m while the default for level grade is 52m.
  3. The third and final dropdown specifies the angle snap when holding shift while placing a road or area. This is useful for creating clean connections and placements.

Be aware that the selected construction material (Logs, Metal, etc) has no effect on roads and the type of road selected is the only factor which matters. In addition, the "Make product" and blueprint parts of the UI are not applicable to roads. Bridges are an exception, however a bridge is essentially just a building.

Road Types

How a standard concrete road looks when built.

Roads

A basic dirt road. Requires no materials. An asphalt road. Exactly like concrete roads, but they're darker in color and require oil. They also cannot be built in the super hot environments found on worlds in the inferno orbit zone. A concrete road. Requires stone. Stone is automatically fetched from the environment.

Areas

The Grade Area tool. Is used to flatten huge chunks of land. Does not affect foliage. The Defoliate Area tool. Used to clear trees, shrubs, and ground cover. The Clear Area tool. Used to mow ground cover, and clear trees and shrubs. The Irrigate Area tool. Grows local trees, mowed ground cover and shrubs.

Trivia

In the past, a fourth type of road existed called Pressurized Road. These provided the same protection as buildings with breathable HEV-safe interiors, and let you walk around a hazardous-environment city without an EV Suit. They had physical enclosures representing the pressurized area.