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Editing v0.34:Bedroom design

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The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.  
 
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor 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. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of "[[Room#Specific room quality grades|room qualities]]" were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced.  
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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. Historically, this process was further complicated when the [[dwarven economy]] kicked in, and a wide range of "[[Room#Specific room quality grades|room qualities]]" were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). 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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=== 1x1 bed only, no walls ===
 
=== 1x1 bed only, no walls ===
  
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.
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By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.
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An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.
  
 
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value, particularly if the beds are packed into a mined out vein of valuable metal or gemstones.
 
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value, particularly if the beds are packed into a mined out vein of valuable metal or gemstones.
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=== The multiply-overlapping single bedroom ===
 
=== The multiply-overlapping single bedroom ===
  
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.
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A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.
 
 
=== Staggered Doorless Rooms ===
 
 
 
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.
 
 
 
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.
 
 
 
<pre>
 
---.B.---.B.---
 
.B.---.B.---.B.
 
---.B.---.B.---
 
.B.---XXX---.B.
 
---.B.XXX.B.---
 
.B.---XXX---.B.
 
---.B.---.B.---
 
.B.---.B.---.B.
 
---.B.---.B.---
 
</pre>
 
 
 
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.
 
  
 
=High density,single floor, quick housing=
 
=High density,single floor, quick housing=
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[[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.).[[image:VaniverGreek32.png|center|thumb| 32 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.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]
 
  
 
=== Shaft design ===
 
=== Shaft design ===
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=== Modified Windmill Villas ===
 
=== Modified Windmill Villas ===
  
This is the most efficient method I have seen, and it keeps the central staircase as well.   
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This is the most efficient method I have seen, and it keeps the central stair case as well.   
  
 
(Calculations use 8 levels)
 
(Calculations use 8 levels)
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This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.
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This uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum is 8 tiles per bedroom!
  
 
=Repeating patterns & fractals=
 
=Repeating patterns & fractals=
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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]]
  
  
===Hallway with office===
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===Hallway with office by multibeast===
 
 
+---------+╤¦ ¦b+---------+
 
¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦
 
¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦
 
¦c¦c¦c¦c¦c¦    ¦c¦c¦c¦c¦c¦
 
¦D¦D¦D¦D¦D¦    ¦D¦D¦D¦D¦D¦
 
              X 
 
¦D¦D¦D¦D¦D¦    ¦D¦D¦D¦D¦D¦
 
¦c¦c¦c¦c¦c¦    ¦c¦c¦c¦c¦c¦
 
¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦
 
¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦
 
+---------+╤¦ ¦╤+---------+           
 
 
 
Legend:<br />
 
B: Bed<br />
 
D: Door<br />
 
X: Staircase<br />
 
╥: Chair<br />
 
╤: Table<br />
 
c: Chest or Bag<br />
 
k: Cabinet<br />
 
  
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.
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  ¦B¦B¦B¦B¦B¦-+ +-¦B¦B¦B¦B¦B+ ¦
 +
¦ +---------+╤¦ ¦b+---------+ +
 +
¦ ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦ ¦
 +
¦ ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦ ¦
 +
¦ ¦c¦c¦c¦c¦c¦    ¦c¦c¦c¦c¦c¦ ¦
 +
¦ ¦D¦D¦D¦D¦D¦    ¦D¦D¦D¦D¦D¦ ¦
 +
                X 
 +
¦ ¦D¦D¦D¦D¦D¦    ¦D¦D¦D¦D¦D¦ ¦
 +
¦ ¦c¦c¦c¦c¦c¦    ¦c¦c¦c¦c¦c¦ ¦
 +
¦ ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦ ¦
 +
¦ ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦ ¦
 +
¦ +---------+╤¦ ¦╤+---------+           
  
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H=door or chair if you want to keep it only 2blocks big
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you can repeat this roomplan and use the staircases as big rooms for nobels
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or leave the center 9blocks full and dig a chanel from the floor above in the middle for a well above
  
 
{{Buildings}}
 
{{Buildings}}
 
{{Category|Design}}
 
{{Category|Design}}

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