Do built floors allow faster vehicle speeds similar to roads?

Just like it says on the tin. I live in a place a bit far away from all of the notable stuff nearby. Overall it’s really just an inconvenience, but building a couple paths to help with travelling would drastically help me in the long run.

Well, yes. But I don’t think that you need to construct a floor for that… As long as the surface you’re traveling on has the flag “FLAT” and a movement cost of 100, I’m pretty sure that you will move as fast as on any road. So, just mow/remove the grass on your path (you can set a construction Zone (default hotkey: Shift+Y, [A]dd, [4]Construction: Blueprint), set it to cut/remove grass, define the path, escape and save and then press Shift+O to begin your automated construction - press . or 5 to interrupt the process) and it shoud be fine.

Edit:
Well, it seems I assumed wrong. So the correct answer now seems to be: Yes, but not all constructed floors do work.
There seem to be 71 different tiles (as of version 10342) that have the necessary FLAT and ROAD flag, but not all of them are suitable to drive upon or can be built.

Those I found to be possible to construct

concrete -> “Build Concrete Floor” (1h, smoothing 1 + concrete mixer (50 charges), 2x concrete + 2x water)
concrete floor -> “Build Concrete Roof” (4h, welding 2 + glare protection 2 + smoothing 1 + concrete mixer (50 charges), 8x rebars + 12x planks + 4x pipes + 4x concrete + 4x water)
reinforced concrete floor -> “Build Reinforced Concrete Roof” (9h, welding 2 + glare protection 2 + smoothing 2 + concrete mixer (100 charges), 12x rebars + 12x planks + 4x pipes + 12x concrete + 6x water)
resin floor -> “Extrude Resin Floor and Roof” (1h 30 min, smoothing 1, 2x alien resin pods)
resin floor -> “Extrude Resin Floor (no roof)” (30 min, smoothing 1, 1x alien resin pod)
simple metal floor -> “Build Metal Roof” (1h 30 min, glare protection 2 + welding tool (10-75 charges), 2x steel platings)
wooden floor -> “Build Wooden Floor” (1h 40 min, hammering 2, 14x planks + 28x nail)

Buildable, but not sure if a vehicle will fit through

empty door frame -> “Build Door” (1h, hammering 2, 12x planks + 24x nail)
empty metal door frame -> “Build Metal Door” (1h 30 min, hammering 2 + metal sawing 1, 8x spikes + 4x chunk of steel OR 12x scrap metal)
empty metal window frame -> “Build Reinforced Glass Window” (1h 30 min, hammering 2 + metal sawing 1, 8x spikes + 4x chunk of steel OR 12x scrap metal)
open bar door -> “Build Bar Door” (4h 30 min, hammering 2 + metal sawing 1 + screw driving 1 + glare protection 2 + welding tool (16-120 charges), 8x spikes + 4x chunk of steel OR 12x scrap metal + 16x rebars + 12x small metal sheet + 2x door hinge)
open chickenwire gate -> “Build Chickenwire Gate” (45 min, -, 10x wires + 5x planks + 20x nail + 2x door hinge)
open counter gate -> “Build Counter Gate” (30 min, hammering 2, 6x planks + 10x nail + 2x door hinge)
open door curtain -> “Build Door Curtain” (30 min, hammering 2, 2x pointy sticks OR 2 spikes OR 4x nail + 2x sheets + 1x heavy stick + 1x long string OR 12x piles of straw OR 12x withered plants)
open makeshift door -> “Build Makeshift Door” (1h 30 min, hammering 2 + cutting 1, 12x planks + 24x nail + 6x heavy sticks OR 1x wooden panel OR 6x planks + 2x short cordage ropes OR 2x short ropes)
open metal door -> “Build Metal Door” (3h 30 min, hammering 2 + metal sawing 1 + bolt turning 1, 8x spikes + 4x chunk of steel OR 12x scrap metal + 12x chunk of steel OR 4x lump of steel OR 36x scrap metal + 2x steel platings OR 8x sheet metals + 3x door hinge)
open metal door with peephole -> “Build Metal Door” (3h 55 min, hammering 2 + metal sawing 1 + bolt turning 1 + drilling 1 + screw driving 1, 8x spikes + 4x chunk of steel OR 12x scrap metal + 12x chunk of steel OR 4x lump of steel OR 36x scrap metal + 2x steel platings OR 8x sheet metals + 3x door hinge + 1 peephole)
open wire gate -> “Build Chainlink Gate” (2h 30 min, -, 20x wires + 3x chunk of steel OR 12x scrap metal + 20x pipes)
open wood door -> “Build Door” (1h 30 min, hammering 2 + wood sawing 2, 14x planks + 36x nail + 1x wooden panel + 2x door hinge)
open wood door with peephole -> “Build Door” (1h 45 min, hammering 2 + wood sawing 2 + drilling 1 + screw driving 1 + bolt turning 1, 14x planks + 36x nail + 1x wooden panel + 2x door hinge)
open wooden gate -> “Build Fence Gate” (30 min, hammering 2 + digging 2, 2x pointy sticks OR 2x wooden spears + 5x planks + 12x nail + 2x door hinge + 1x peephole)
open wooden split rail gate -> “Build Split Rail Fence Gate” (30 min, hammering 2 + digging 2, 2x pointy sticks OR 2x wooden spears + 5x planks + 12x nail + 2x door hinge)
open wooden split rail gate -> “Build Privacy Fence Gate” (30 min, hammering 2 + digging 2, 2x pointy sticks OR 2x wooden spears + 8x planks + 20x nail + 2x door hinge)

Not buildable, but still suitable

bridge pavement
bridge sidewalk
bridge yellow pavement
concrete floor, overhead light
floor
linoleum tile
metal floor
paper floor
pavement
rock floor
sidewalk
utility light
yellow pavement

Conclusion: The cheapest buildable floor - resource and timewise - would be the wooden floor (-> “Build Wooden Floor” in construction), followed by concrete (-> Build Concrete Floor) if you find the concrete. However, if (I did not test it) you can drive through wooden door frames, it would be even cheaper to construct just empty door frames (-> “Build Door” x1)…

I’d have to dig through code again, but I believe you get a mild off-road penalty for any terrain that isn’t FLAT and PAVEMENT. Except for treads, which only need FLAT to get full performance, as I recall, and rail wheels, which get penalties for anything that aren’t RAIL.

I dug a bit through the source code. Not sure if I found the right thing, but in the file veh_type.cpp are some variables called standard_terrain_mod, rigid_terrain_mod, treads_terrain_mod, etc.
They seem to check for the flags FLAT and ROAD, which some floors have (but not grass or dirt, so I have to revise my previous answer).
However, I can’t think of a possible way to check for the ROAD flag in game (without editing the files or cheating), so you would need to look it up in the file for yourself which floors are suitable.

Grass and dirt does cause speed malices, I know that because I explicitly tested that after I noticed something was off on my vehicle speed.
Normally, I went at most 13 mph on my little peddle bike, but suddenly I could reach 25 mph. I was about to post about it, thinking it might be a bug, when I realized that typically I’m on dirt and grass while currently I was on an actual road.
I’m also using a very recent experimental, so chances are nothing has been changed regarding that, and it kinda makes sense, after all.

Indeed. I just updated my first post to represent my newest findings and save someone else the time necessary to go search through everything.

*Penalties
Malice is evil intent, and malus is bad Latin. :nerd_face:

I stand by calling it malice, as being slower can very well lead to getting eaten alive by the undead hordes.

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So evil intent by the developers, huh?

I would have escaped alive, if that old meanie Kevin hadn’t worked his speed malice on me! :grin:

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Well, I just tested and verified that, at least in build version 10342, you can drive through door frames and still keep the maximum speed. Tested with a bicycle at max speed and a solar car (100+ km/h).
Also, there’s an exploit; if you are short on materials, you can disassemble the built frame, leaving a floor (which also offers maximum speed) and get all invested materials back (at the cost of time).