Transparent Wall90
BUILDING_TransparentWall90 · System Wall
Where to find
- Generated inside dungeon rooms as floors are rolled: Common Horizontal Corridor (Dead End) in Abyss (F1 ~100% · F2 ~100% · F3 ~100% · F4 ~100% · F5 ~100% · F6 ~100% · F7 ~100% · F8 ~100% · F9 ~100% · F10 ~100% · F11 ~100% · F12 ~100% · F13 ~100% · F14 ~100% · F15 ~100% · F16 ~100% · F17 ~100% · F18 ~100% · F19 ~100% · F20 ~100% of visits, 8 per room). - full table in Spawns in the world below
Default traits
Construction
| Footprint | 1×1 tiles |
| Construction workload | 0 |
| Durability | 9999 |
| Vision range | 0 |
| Faction | Neutral |
| Rotatable | yes |
| Indoor only | no |
| Housing | no |
| Leaves remnant | no |
| Selectable | no |
Spawns in the world
| Where | Region | Type | Floors | Per room | Chance per floor |
|---|---|---|---|---|---|
| Abyss Common Horizontal Corridor Block | Abyss | Event | 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 | 8× | F1 100% · F2 100% · F3 100% · F4 100% · F5 100% · F6 100% · F7 100% · F8 100% · F9 100% · F10 100% · F11 100% · F12 100% · F13 100% · F14 100% · F15 100% · F16 100% · F17 100% · F18 100% · F19 100% · F20 100% |
This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.