# Constructing Roof over Reinforced Door Deleted Door

**URL:** <https://discourse.cataclysmdda.org/t/constructing-roof-over-reinforced-door-deleted-door/22273>\
**Category:** The Garage\
**Created:** [December 21, 2019, 8:15am UTC](https://discourse.cataclysmdda.org/t/constructing-roof-over-reinforced-door-deleted-door/22273 "2019-12-21T08:15:28Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Scipio\_Merc](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/scipio_merc/32/7549_2.png) [@Scipio\_Merc](https://discourse.cataclysmdda.org/u/Scipio_Merc)\
**Post date:** [December 21, 2019, 8:15am UTC](https://discourse.cataclysmdda.org/t/constructing-roof-over-reinforced-door-deleted-door/22273/1 "2019-12-21T08:15:28Z")

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Hey hey, found another little glitch in the matrix.

I’m renovating a garage in a mall for my own ends and I’ve been patching the roof after, one, it fell on my head after busting down some walls, and two, because a hulk broke down my inner wall after jumping down from the top floor.

So, above my door is a section the builder detected did not have a roof, so I filled it in as I was going along to ensure I didn’t have another hulk saying hello. Then, poof, goodbye reinforced door that cost 5-10 minutes of resource shuffling.

I’m pretty sure there’s some sort of entity layering that’s not fully fleshed out or a line of code that overlapped with floor entities. Something like Roofs being equal to any other furnature on the grid.

Just adding another thing to the cue: Threading Construction entities so that Rooves don’t conflict with other furnature entities for the same location.
