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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.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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                         NOTE - EDITORS/CONTRIBUTORS:
 
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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 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 voilà, 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 [http://www.bedroomtime.com/ bedroom] access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, 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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(Calculations use 8 levels)
 
(Calculations use 8 levels)
*Dwarves per level = 28
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*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.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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===Placing furniture faster===
 
===Placing furniture faster===
  
If you've chosen a vertically or horizontally repetitive design, you can use keyboard [[macros]] to quickly place all the furniture your dwarves need.
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If you've chosen a vertically or horizontally repetitive design, you can use keyboard [[macros]] to quickly place all the furniture your dwarfs need.
  
 
{{Buildings}}
 
{{Buildings}}
 
{{Category|Design}}
 
{{Category|Design}}

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