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Editing v0.31:Bedroom design
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Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of "[[Room#Specific room quality grades|room qualities]]" are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. | Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of "[[Room#Specific room quality grades|room qualities]]" are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. | ||
− | Many of the designs shown here were taken from [http://www. | + | Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post]. |
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NOTE - EDITORS/CONTRIBUTORS: | NOTE - EDITORS/CONTRIBUTORS: | ||
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In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom. The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall. | In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom. The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall. | ||
− | There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork. The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams. They're also | + | There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork. The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams. They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble. You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area. This is especially useful for the mayor, who gets replaced every so often. When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go. If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters. The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving. The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison. Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues. This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons. |
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other. This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells. | Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other. This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells. | ||
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This one is quite dense. There are six bedroom clusters. They can be built close to each other. | This one is quite dense. There are six bedroom clusters. They can be built close to each other. | ||
− | There are 7 6-room clusters here. If 5 Z-Levels of this | + | There are 7 6-room clusters here. If 5 Z-Levels of this is built, that's 5*7*6=210, which is plenty for most any fortress. |
=== Living Pods (Residential Flats) === | === Living Pods (Residential Flats) === | ||
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(Calculations use 8 levels) | (Calculations use 8 levels) | ||
− | * | + | *Dwarfs per level = 28 |
*Levels needed for 200 = 7.1 | *Levels needed for 200 = 7.1 | ||
*Max distance (including Z) = 15 | *Max distance (including Z) = 15 | ||
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===Fractal modified for 3d=== | ===Fractal modified for 3d=== | ||
− | This was created by palin88 from [http://www. | + | This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design. |
[[File:Palin88_Bedroom_Design.png]] | [[File:Palin88_Bedroom_Design.png]] | ||
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{{Buildings}} | {{Buildings}} | ||
{{Category|Design}} | {{Category|Design}} |