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Difference between revisions of "v0.34 Talk:Bedroom design"

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::Well, I removed most confusing references to the economy. I'm not sure if we should remove the reference at the top, since it doesn't imply that the economy still exists, and could be a helpful clarification. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 22:49, 24 February 2013 (UTC)
 
::Well, I removed most confusing references to the economy. I'm not sure if we should remove the reference at the top, since it doesn't imply that the economy still exists, and could be a helpful clarification. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 22:49, 24 February 2013 (UTC)
 
:::Looks a lot better, thank you. I think the passage at the top can stay, it doesn't get in the way as far as I'm concerned. [[User:August|August]] 01:59, 25 February 2013 (UTC)
 
:::Looks a lot better, thank you. I think the passage at the top can stay, it doesn't get in the way as far as I'm concerned. [[User:August|August]] 01:59, 25 February 2013 (UTC)
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==Metrics for evaluating designs==
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I think it would be useful to come up with ways to describe the efficiency of a room numerically. As a baseline, let's assume engraved common stone for walls/floors/etc, and all furniture/doors/etc as wood. We want to minimize the area for a housing *unit* while maximizing the room value of *each* room contained, as well as keeping transit times between rooms and the exit to the rest of the fortress as short as possible.
 +
 +
For area, I'd suggest counting all interior walls, but only counting exterior walls for half their value since they'd be shared.
 +
 +
For value, let's assume the only furniture is a single bed. Overlapping rooms are still not a solved question regarding formulae, so for now just using the textual room value should be sufficient (although we may want to just use dfhack to measure the number directly, and thus not need to worry about the formulae),
 +
 +
For distance, I'd suggest plotting through the shortest path between the entrance to the housing block (a door, or what have you) to each bed in the block. From there we can take the shortest, longest, and average - average is most likely to matter in the general case, but wanting (say) uniform distances might lead someone to choose an H-tree based design over others. This might be best solved with either a dfhack script/plugin or a script that operates on CSV fort layouts. [[User:Eternaleye|Eternaleye]] ([[User talk:Eternaleye|talk]]) 07:50, 5 May 2013 (UTC)
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== Proposals for alternative bedroom design. ==
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 +
Is this an ok bedroom design? http://puu.sh/9eQzq/3cbbdc5daa.jpg
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 +
Benefits
 +
*Items can be placed in the chest and cabinet, improving FPS by a little with large fortress's.
 +
*Bedrooms act as corridors to other rooms, this helps against vampires and I have confirmed that dwarves walking through bedrooms do not wake up other dwarves.
 +
*High density low-cost housing that is quite compact, and it doesn't negatively affect path-finding by a whole lot since the chances of a dwarf collision is low.
 +
*Can be readily modified to offices and dining rooms, more expensive ones can be 3x3 instead of 1x3.
 +
 +
Cons
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*It is hard to specify which side of the wall is engraved first, but that fact is helped out by the top left -> bottom right direction that dwarves do jobs.
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*large amounts of carnage when a dwarf goes berserk.

Latest revision as of 16:52, 4 June 2014

Economy Irrelevant[edit]

This page spends a lot of time talking about housing in relation to the Dwarven Economy, which has been disabled for a long time. Would it perhaps make more sense to simply direct players interested in economic housing towards a different page, so that the information on this one can stay relevant to what 99% of players need it for? I'm thinking a link towards the 40d Bedroom Design page would suffice, then a lot of extraneous/outdated info on this one can be cut out. August 20:41, 21 February 2013 (UTC)

I agree that most of the references to the economy could be removed. Keep in mind that room quality does still exist (and function) and is important for nobles. I'll probably add the Timelessness notice, to give people some sort of warning. --Lethosor (talk) 18:01, 23 February 2013 (UTC)
Well, I removed most confusing references to the economy. I'm not sure if we should remove the reference at the top, since it doesn't imply that the economy still exists, and could be a helpful clarification. --Lethosor (talk) 22:49, 24 February 2013 (UTC)
Looks a lot better, thank you. I think the passage at the top can stay, it doesn't get in the way as far as I'm concerned. August 01:59, 25 February 2013 (UTC)

Metrics for evaluating designs[edit]

I think it would be useful to come up with ways to describe the efficiency of a room numerically. As a baseline, let's assume engraved common stone for walls/floors/etc, and all furniture/doors/etc as wood. We want to minimize the area for a housing *unit* while maximizing the room value of *each* room contained, as well as keeping transit times between rooms and the exit to the rest of the fortress as short as possible.

For area, I'd suggest counting all interior walls, but only counting exterior walls for half their value since they'd be shared.

For value, let's assume the only furniture is a single bed. Overlapping rooms are still not a solved question regarding formulae, so for now just using the textual room value should be sufficient (although we may want to just use dfhack to measure the number directly, and thus not need to worry about the formulae),

For distance, I'd suggest plotting through the shortest path between the entrance to the housing block (a door, or what have you) to each bed in the block. From there we can take the shortest, longest, and average - average is most likely to matter in the general case, but wanting (say) uniform distances might lead someone to choose an H-tree based design over others. This might be best solved with either a dfhack script/plugin or a script that operates on CSV fort layouts. Eternaleye (talk) 07:50, 5 May 2013 (UTC)

Proposals for alternative bedroom design.[edit]

Is this an ok bedroom design? http://puu.sh/9eQzq/3cbbdc5daa.jpg

Benefits

  • Items can be placed in the chest and cabinet, improving FPS by a little with large fortress's.
  • Bedrooms act as corridors to other rooms, this helps against vampires and I have confirmed that dwarves walking through bedrooms do not wake up other dwarves.
  • High density low-cost housing that is quite compact, and it doesn't negatively affect path-finding by a whole lot since the chances of a dwarf collision is low.
  • Can be readily modified to offices and dining rooms, more expensive ones can be 3x3 instead of 1x3.

Cons

  • It is hard to specify which side of the wall is engraved first, but that fact is helped out by the top left -> bottom right direction that dwarves do jobs.
  • large amounts of carnage when a dwarf goes berserk.