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Editing v0.34: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. 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.  
 
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.  
  
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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Several designs use the efficiency divisor to measure how effectively they use space. A mathematically perfect score is one, which would require each bedroom to use only eight squares and is next to impossible to achieve. To find the efficiency divisor, use the following formula:
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B = number of bedrooms in design, T = total tiles used in design
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(T/B)/8 = efficiency
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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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[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]
 
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]
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ED: 1.91
  
 
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.
 
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.
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=== Modified Windmill Villas ===
 
=== Modified Windmill Villas ===
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ED: 1.91
  
 
This is the most efficient method I have seen, and it keeps the central staircase as well.   
 
This is the most efficient method I have seen, and it keeps the central staircase as well.   
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=== Squarified Tri-way Doors ===
 
=== Squarified Tri-way Doors ===
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ED: 1.3125
  
 
Four "tri-way doors" patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.
 
Four "tri-way doors" patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.
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=== Large Squarified Tri-way Doors ===
 
=== Large Squarified Tri-way Doors ===
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ED: 1.125
  
 
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:
 
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:
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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]]

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