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Editing 40d:Bedroom design

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{{av}}{{Quality|Masterwork|06:20, 16 July 2010 (UTC)}}
 
 
 
There are many ways to design the layout of [[bedroom]]s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.
 
There are many ways to design the layout of [[bedroom]]s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.
  
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.  
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The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds.  
  
 
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.bay12forums.com/smf/index.php?topic=16901.0 this forum post].
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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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=== Plain square design ===
 
=== Plain square design ===
 
[[Image:square_bedroom.png|right]]
 
[[Image:square_bedroom.png|right]]
If it is 2&times;2, 3&times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.
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If it is 2&times;2, 3&times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.
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=== Line design ===
 
=== Line design ===
 
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]
 
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]
Line designs have the advantage of being very space efficient and very adaptive. From 1&times;1 to 1&times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.
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Line designs have the advantage of being very space efficient and very adaptative. From 1&times;1 to 1&times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.
  
 
===Decentralized living===
 
===Decentralized living===
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In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and 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 barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.
  
There's also built-in areas for impressive things like statues and 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 convenient 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 Barrack 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.
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There's also built-in areas for impressive things like statues and 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 Barrack 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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The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).
 
The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).
  
{{diagram|spaces=yes|\
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{{diagram|\
 
  Level -1  ║  Level 0  ║  Level 1
 
  Level -1  ║  Level 0  ║  Level 1
 
  ╔══╦══╗  ║  ╔══╦══╗  ║  ╔══╦══╗
 
  ╔══╦══╗  ║  ╔══╦══╗  ║  ╔══╦══╗
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The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.
 
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.
  
{{diagram|spaces=yes|\
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{{diagram|
 
Level -1      ║  Level 0      ║    Level 1
 
Level -1      ║  Level 0      ║    Level 1
 
╔══╦══╦══╦══╗  ║                ║  ╔══╦══╦══╦══╗
 
╔══╦══╦══╦══╗  ║                ║  ╔══╦══╦══╦══╗
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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.
 
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) ===
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=== Living Pods ===
 
    
 
    
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.
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This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.
{{diagram|spaces=yes|\
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{{diagram|
 
Upper/lower Apartment Level:    Lobby Level:
 
Upper/lower Apartment Level:    Lobby Level:
 
╔══╦══╦══╦══╗                    ╔══╦══╦══╦══╗..
 
╔══╦══╦══╦══╗                    ╔══╦══╦══╦══╗..
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<pre>
 
<pre>
 
Upper Apartment Level(s*):    Lobby Level:          Lower Apartment Level(s*):
 
Upper Apartment Level(s*):    Lobby Level:          Lower Apartment Level(s*):
╔══╦══╗ ╔══╦══╗              ╔══╦══╗ ╔══╦══╗              ╔══╦══╗ ╔══╦══╗
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╔══╦══╗.╔══╦══╗              ╔══╦══╗.╔══╦══╗              ╔══╦══╗.╔══╦══╗
║..║..║ ║..║..║              ║..║..║ ║..║..║              ║..║..║ ║..║..║
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║..║..║.║..║..║              ║..║..║.║..║..║              ║..║..║.║..║..║
║.┼╩┼.║ ║.┼╩┼.║              ║.┼╩┼.║ ║.┼╩┼.║              ║.┼╩┼.║ ║.┼╩┼.║
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║.┼╩┼.║.║.┼╩┼.║              ║.┼╩┼.║.║.┼╩┼.║              ║.┼╩┼.║.║.┼╩┼.║
╠═╣X╠═╣ ╠═╣X╠═╣              ╠═╣X╠═╩═╩═╣X╠═╣              ╠═╣X╠═╩╦╩═╣X╠═╣
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╠═╣X╠═╣.╠═╣X╠═╣              ╠═╣X╠═╩═╩═╣X╠═╣              ╠═╣X╠═╩╦╩═╣X╠═╣
║.┼╣┼.║ ║.┼╦┼.║              ║.┼╣┼.ΩΩΩ.┼╦┼.║              ║.┼╣┼..║..┼╦┼.║
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║.┼╣┼.║.║.┼╦┼.║              ║.┼╣┼.ΩΩΩ.┼╦┼.║              ║.┼╣┼..║..┼╦┼.║
║..║..║ ║..║..║              ║..║.......║..║              ║..║.╔═╩═╗.║..║
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║..║..║.║..║..║              ║..║.......║..║              ║..║.╔═╩═╗.║..║
╚══╬══╩═╩══╬══╝             ╚══╣..###..╠══╝              ╚══╣.║~~~║.╠══╝
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╚══╬══╬═╬══╬══╝             ╚══╣..###..╠══╝              ╚══╣.║~~~║.╠══╝
  ║XX#~#XX║                    ║<<#~#<<║                   ╠═╣~▓~╠═╣  
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...║XX║~║XX║...              ...║<<#~#<<║...              ...╠═╣~▓~╠═╣...
╔══╬══╦═╦══╬══╗             ╔══╣..###..╠══╗              ╔══╣.║~~~║.╠══╗  
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╔══╬══╬═╬══╬══╗             ╔══╣..###..╠══╗              ╔══╣.║~~~║.╠══╗  
║..║..║ ║..║..║              ║..║.......║..║              ║..║.╚═╦═╝.║..║
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║..║..║.║..║..║              ║..║.......║..║              ║..║.╚═╦═╝.║..║
║.┼╩┼.║ ║.┼╩┼.║              ║.┼╩┼.ΩΩΩ.┼╩┼.║              ║.┼╩┼..║..┼╩┼.║
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║.┼╩┼.║.║.┼╩┼.║              ║.┼╩┼.ΩΩΩ.┼╩┼.║              ║.┼╩┼..║..┼╩┼.║
╠═╣X╠═╣ ╠═╣X╠═╣              ╠═╣X╠═╦═╦═╣X╠═╣              ╠═╣X╠═╦╩╦═╣X╠═╣
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╠═╣X╠═╣.╠═╣X╠═╣              ╠═╣X╠═╦═╦═╣X╠═╣              ╠═╣X╠═╦╩╦═╣X╠═╣
║.┼╦┼.║ ║.┼╦┼.║              ║.┼╦┼.║ ║.┼╦┼.║              ║.┼╦┼.║ ║.┼╦┼.║
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║.┼╦┼.║.║.┼╦┼.║              ║.┼╦┼.║.║.┼╦┼.║              ║.┼╦┼.║.║.┼╦┼.║
║..║..║ ║..║..║              ║..║..║ ║..║..║              ║..║..║ ║..║..║
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║..║..║.║..║..║              ║..║..║.║..║..║              ║..║..║.║..║..║
╚══╩══╝ ╚══╩══╝              ╚══╩══╝ ╚══╩══╝              ╚══╩══╝ ╚══╩══╝</pre>Legend:
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╚══╩══╝.╚══╩══╝              ╚══╩══╝.╚══╩══╝              ╚══╩══╝.╚══╩══╝</pre>Legend:
:X = up/down stair
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:~ = waterfall and drain
:< = up stair
 
:~ = flowing water, in waterfall and drain
 
 
:<nowiki>#</nowiki> = [[grate]] or floor [[bars]] over drain
 
:<nowiki>#</nowiki> = [[grate]] or floor [[bars]] over drain
 
:▓ = solid block at base of waterfall
 
:▓ = solid block at base of waterfall
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:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].
 
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].
  
:<nowiki>*</nowiki> The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.
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:<nowiki>*</nowiki> The waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area reserved for apartments.
  
 
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''
 
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''
 +
  
 
=== Greek Cross design===
 
=== Greek Cross design===
 
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]
 
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.). It can also be easily adapted for 3x3 rooms (simply combine two adjacent 3x1 rooms) and is probably somewhat more efficient if the hallways are also up/down stairs (though this precludes placing statues in the hallways unless you make space for them when carving out the stairs, or remove the stairs later).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]
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Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]
  
 
=== Shaft design ===
 
=== Shaft design ===
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=== Tileable shaft design ===
 
=== Tileable shaft design ===
  
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]
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The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]
  
 
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.
 
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.
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=== Tessellated Apartments ===
 
=== Tessellated Apartments ===
<!-- Originally "GnomeChomskey's..."
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<!-- Originally "GnomeChomskey's..." -->
  
 
         ╔══╗       
 
         ╔══╗       
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     ╚══╬╝.║       
 
     ╚══╬╝.║       
 
         ║θ.║       
 
         ║θ.║       
         ╚══╝      -->
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         ╚══╝       
[[File:Tessellatedrooms.jpg‎]]
 
  
 
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.
 
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.
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[[image:4bh0r53n_h-fractal.jpg]]
 
[[image:4bh0r53n_h-fractal.jpg]]
 
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].
 
  
  
 
===Fractal modified for 3d===
 
===Fractal modified for 3d===
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.
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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}}
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[[Category:Design]]

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