Road: Difference between revisions

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[[file:RoadConstruction.png|thumb|right|150px|Construction window's roads category.]]
[[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.


Roads are required to place [[building]]s within [[cities]]. The type of road makes no difference to the city once constructed, and buildings even function fine if the roads are removed afterwards.
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.


After placing a road, the next road is started from the end of the previous road. This can be canceled by pressing the <code>space</code> 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.


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.
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.


===Road Slab===
On the construction window, you'll see three dropdowns under the buttons, going from top to bottom:
Road slabs, also simply known as ''slabs'', are a more wide version of a road. They flatten the terrain to be even, elevating the terrain to the starting point of placement.


Road slabs are used for construction of [[vehicle]]s and [[spacecraft]], as well as functioning as an airport landing strip.
# 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.


In order to make a road slab, use the mouse wheel or arrow keys while placing a road to toggle between road and road slab placement.
==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]]
|}


Road slabs prevent spacecraft with an [[officer]] or captain from environmental [[decay]] damage.
===Areas===
 
{|style="text-align:center;width:100px;" class="wikitable"
==Dirt Road==
|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.
{{Building
|-
| Name = Dirt Road
|[[File:GradeArea.png|200px]]||[[File:DefoliateArea.png|200px]]||[[File:ClearArea.png|200px]]||[[File:IrrigateArea.png|200px]]
| Picture = BRoadDirt.png
|}
| Placement = Land near [[Road]] or [[Town Square]]
| MaxLevel = 1
| Jobs = 0
| Materials =
| Tools =
| Speedup =
* [[Shovel]]
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Dirt roads require no materials and no tools. They only require labor to build. Therefore, these are usually the first roads used in a new [[city]]. Dirt roads are also thinner, making them some times fit where other roads can't.
 
Because the dirt roads aren't as wide as the other road types, it can become difficult to upgrade to another type of road later. This has lead to some people refusing to use dirt roads altogether, expect in some minor places. Dirt road is also the only road type to not have lamp posts.
 
Dirt road slabs are however the same width as all other road slabs, so there is no worry about that apart from the aesthetics.
 
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==Concrete Road==
{{Building
| Name = Concrete Road
| Picture = BRoadConcrete.png
| Placement = Land near [[Road]] or [[Town Square]]
| MaxLevel = 1
| Jobs = 0
| Materials =
* 1* [[Stone]]
<nowiki>*</nowiki> Multiplied the length
| Tools =
| Speedup =
* [[Shovel]]
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Concrete roads are a common road type, mostly second only to [[#Dirt_Road|dirt road]]s because of their [[stone]] construction cost.
 
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==Asphalt Road==
{{Building
| Name = Asphalt Road
| Picture = BRoadAsphalt.png
| Placement = Land near [[Road]] or [[Town Square]]
| MaxLevel = 1
| Jobs = 0
| Materials =
* 1* [[Oil]]
<nowiki>*</nowiki> Multiplied the length
| Tools =
| Speedup =
* [[Shovel]]
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Asphalt roads are exactly like [[#Concrete_Road|concrete road]]s, except they are darker in color and require [[oil]] to build instead of [[stone]]. They however cannot be built in the super hot environments found on [[planet]]s in the inferno [[Orbit_Zone|orbit zone]].
 
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==Pressurized Road==
{{Building
| Name = Pressurized Road
| Picture = BRoadPressurized.png
| Placement = Land near [[Road]] or [[Town Square]]
| MaxLevel = 1
| Jobs = 0
| Materials =
* 1* [[Electronic Part]]
* 1* [[Metal]]
* 1* [[Plastic]]
* 1* [[Stone]]
<nowiki>*</nowiki> Multiplied the length
| Tools =
* [[Soldering Iron]]
* [[Glue Gun]]
* [[Shovel]]
| Speedup =
* [[SUV]]
* [[Electricity]]
* [[Computer]]
}}
Pressurized roads are most commonly used only in harsh environments, such as on [[moon]]s and other uninhabitable [[world]]s. The pressurized enclosure protects against harsh environments, allowing people to move around without [[Environment_Suit|environment suit]]s. Pressurized roads are not required in anyway, they are mostly used for convince or aesthetic purposes.


==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__
[[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.