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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nexii+Malthus</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T15:15:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=149125</id>
		<title>v0.31 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=149125"/>
		<updated>2011-05-12T17:50:54Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: /* Position?? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Civilians don't sleep here? ==&lt;br /&gt;
&lt;br /&gt;
''As of the newer version, civilians will no longer sleep in open beds within a defined barracks''&lt;br /&gt;
&lt;br /&gt;
Um, I've personally observed civilians sleeping in Barracks beds consistently, even as my soldiers are training in it, is this a bug in my personal game or is this info incorrect?--[[User:Twilightdusk|Twilightdusk]] 21:11, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
     I can also confirm this.&lt;br /&gt;
&lt;br /&gt;
After you designate a room as a barracks, you have to assign squads to that barracks (using the bed's menu). I noticed civs sleeping in the room until I did that, and then it seems to have fixed my problem.--[[Special:Contributions/165.166.152.168|165.166.152.168]] 17:27, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Position??==&lt;br /&gt;
When 'q'uering the barracks there's a menu where you can tell the squads to 'z' sleep, 't'rain, store 'i'ndividual equipment and s'q'uad equipment.... there's also an option for 'p'osition... what's that suposed to do??? --[[User:Kaos|Kaos]] 14:03, 13 April 2011 (UTC)&lt;br /&gt;
:Considering that the military schedule has a similar 'p'osition list which is used for selecting which position receives priority, I'll take a guess that it means that a squad member can take priority over a specific furniture piece, such as for a bed. --[[User:Nexii Malthus|Nexii Malthus]] 16:32, 12 May 2011 (UTC)&lt;br /&gt;
::Yep, just verified myself. Got 20 beds for two squads, they choose their own prioritised beds. The beds are in their own little rooms and the correct soldiers sleep in their barracks bed. --[[User:Nexii Malthus|Nexii Malthus]] 17:50, 12 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=149121</id>
		<title>v0.31 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=149121"/>
		<updated>2011-05-12T16:32:22Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: /* Position?? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Civilians don't sleep here? ==&lt;br /&gt;
&lt;br /&gt;
''As of the newer version, civilians will no longer sleep in open beds within a defined barracks''&lt;br /&gt;
&lt;br /&gt;
Um, I've personally observed civilians sleeping in Barracks beds consistently, even as my soldiers are training in it, is this a bug in my personal game or is this info incorrect?--[[User:Twilightdusk|Twilightdusk]] 21:11, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
     I can also confirm this.&lt;br /&gt;
&lt;br /&gt;
After you designate a room as a barracks, you have to assign squads to that barracks (using the bed's menu). I noticed civs sleeping in the room until I did that, and then it seems to have fixed my problem.--[[Special:Contributions/165.166.152.168|165.166.152.168]] 17:27, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Position??==&lt;br /&gt;
When 'q'uering the barracks there's a menu where you can tell the squads to 'z' sleep, 't'rain, store 'i'ndividual equipment and s'q'uad equipment.... there's also an option for 'p'osition... what's that suposed to do??? --[[User:Kaos|Kaos]] 14:03, 13 April 2011 (UTC)&lt;br /&gt;
:Considering that the military schedule has a similar 'p'osition list which is used for selecting which position receives priority, I'll take a guess that it means that a squad member can take priority over a specific furniture piece, such as for a bed. --[[User:Nexii Malthus|Nexii Malthus]] 16:32, 12 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=58108</id>
		<title>40d Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=58108"/>
		<updated>2009-11-12T03:05:53Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it seriously called magma mist or did the author just assume that that was the name? Honestly, if nothing is known about it there shouldn't be an article.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 02:06, 18 November 2007 (EST)&lt;br /&gt;
:It is, in fact, called magma mist, though I doubt there's much more information about it than listed on this page. I've only seen it when a &amp;quot;cave in&amp;quot; was reported within a magma vent; it's probably generated by turbulence in the same way that normal, water mist is created. This gives me an interesting idea, however.. Perhaps pumping magma up to fall back down through a grate may create a defensive 'wall' of scalding magma mist. This requires testing. ..Then again, having a magmafall in front of your doorway would probably be more than enough to deter any attackers to begin with, but it's an idea. --[[User:Hesitris|Hesitris]] 04:20, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Funny note--I had actually planned on doing that in a fort (making a wall of magma), never got around to it for some reason. But you'd certainly need a way to turn it off, and if magma splashes, you would be incredibly screwed if you even made one mistake...plus, you'd need, what, three different magma sources? Either that, or about five pumps lined up next to each other to move up *each* level or so, to maintain a constant flow. And you'd want a chasm nearby to deal with the magma that's formed, or you could use it as a moat (probably leading back to the source or sources).&lt;br /&gt;
&lt;br /&gt;
::Better yet--have a central pillar in the fort that's always full of magma, so it's accessible by some pumps on the 'ceiling' of the fortress. When you're under attack/about to be, the 3-5 tile moat around you is filled with magma that falls ''down the fortress walls''. ~ [[User:Midna|Midna]] 03:21, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Magma mist can't be made with a waterfall, i tested a while back: [http://mkv25.net/dfma/movie-918-magma-fall] [[User:Solarshado|Solarshado]] 19:49, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does this please dwarfs or not? This artical says they like it while the [[Mist]] artical claims magma mist will not generate happy thougt. I would test this myself but i cant atm. Shouldnt be to hard to verify, and edit one of the articals after if someone could be so kind.--[[User:Cultiststeve|cultiststeve]] 16:38, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Does it really matter?  Unless you have the temperature settings turned off, your booze-laden dwarves will just catch fire.  Not to mention it flows far slower than water, and therefore your drainage systems are much more likely to back up and flood your fortress. --[[User:Alkyon|Alkyon]] 17:33, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ofc it matters. Could be the difference between a meeting hall of happy dwarfs staring at the magma and a hall of dwarfs burning eveything in sight.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Cultiststeve|Cultiststeve]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Just have the magma flow between masterpiece clear glass windows into a steel grate. The windows will stop it from spilling and the dwarves can still see it. [[User:Rkyeun|Rkyeun]] 20:24, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
After an accidental &amp;quot;cave-in&amp;quot; while deconstructing a structure hanging over a pool of magma, I can confirm that magma mist only occurs when objects fall into the magma during a cave-in. It doesn't create mist when magma falls through bars, or when objects are tossed into magma, fall into magma, ect. It only occurs when the game pauses and you get the cave-in message. When temp is turned on, magma mist is rather dangerous, and several of my dwarves caught fire during the incident. I suppose you could generate it by positioning a bridge over a magma pool and constructing walls next to the bridge, taking advantage of that bug that causes dwarves to try to build structures without support...--[[user:okram|okram]] 00:51, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cause of Death? ==&lt;br /&gt;
&lt;br /&gt;
I was experimenting, observing Magma Mist and the results on dwarves - I had a hard time telling if it was the mm that was killing them, or the magma itself that splashed up where they were standing (depth 1/7) in the cave-in. The mist itself didn't extend very far, so they had to be close, and it was hard to tell if all, or any, of the casualties were actually from the brief yellow cloud or not.  They were certainly knocked unconscious often enough (from the cave in itself, presumably), and laying in magma, even 1/7, ain't good fo' de health.  How do one know? Can someone confirm it's the yellow cloud and not the magma?--[[User:Albedo|Albedo]] 00:16, 2 September 2009 (UTC)&lt;br /&gt;
: I had several dwarves die while testing the deadliness of mist, and had two definite confirmations that it's the mist itself, not the magma.  One was a time where the mist spread out of the hole (I was punching through a floor tile with magma beneath) after a considerable delay, covering a circle 5 tiles in diameter.  Wish it did that every time.  A dog and a cat who were far too far away to be splashed, but who were covered by the yellow mist, &amp;quot;died from the heat.&amp;quot;  They weren't knocked out, they darted past the hole after the dust had cleared, but before the mist flew out.  The second is several incidents where the guy dropping the tile (I was doing cave-ins by deconstructing floor tiles rather than messing with levers and supports) &amp;quot;died from the heat,&amp;quot; despite being 1 z-level up from the magma.  It can't splash up that far.  And they weren't falling in, the corpses were still a z-level up.  [[User:Arrkhal|Arrkhal]] 20:36, 2 September 2009 (UTC)&lt;br /&gt;
::Okay, you sold me.  Just double checking!  Must have a large randomizing factor involved, like [[fire imp]] fat that explodes - sometimes nothing, sometimes fairly impressive.--[[User:Albedo|Albedo]] 22:14, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates and Bars ==&lt;br /&gt;
Added the 'only' clause to the sentence. There was some folklore that grates or bars could turn magma into magma mist, but this seems to be false. I just did some quick experiments and no, no sign of magma mist. --[[User:Nexii Malthus|Nexii Malthus]] 03:05, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=58106</id>
		<title>40d:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=58106"/>
		<updated>2009-11-12T02:30:24Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma Mist''' is only created when a [[cave-in]] penetrates [[magma]]. It is yellow in color. Magma mist is extremely deadly and will generally instantly kill any creature it touches that isn't [[Creature token|FIREIMMUNE]] or otherwise heat resistant.  Though somewhat unpredictable, it can be useful in [[Trap design|complex trap]]s and [[defense design|defense]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magma mist&amp;quot; is '''not''' the [[steam]] generated by adding water and magma together - which is harmless in current versions{{v|0.28.181.40d}}.&lt;br /&gt;
&amp;lt;!-- Once upon a time, &amp;quot;steam&amp;quot; was deadly - no longer.  This &amp;quot;magma-and-water mist&amp;quot; has caused some of the confusion.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=56552</id>
		<title>Creature flags in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=56552"/>
		<updated>2009-10-30T08:28:13Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature or Unit flags==&lt;br /&gt;
Thanks to ToadyOne for explaining what these bits do.&lt;br /&gt;
&lt;br /&gt;
===Flags Word 0 (32 bits)===&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
| Can the dwarf move or are they waiting for their movement timer&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| Dead (might also be set for incoming/leaving critters that are alive)&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| Currently in mood&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| Had a mood&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| &amp;quot;marauder&amp;quot; -- wide class of invader/inside creature attackers&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| Active merchant&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| &amp;quot;forest&amp;quot; (used for units no longer linked to merchant/diplomacy, they just try to leave mostly)&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
| Left (left the map)&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
| Rider&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| Incoming&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| Diplomat&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| Zombie&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
| Skeleton&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
| Can swap tiles during movement (prevents multiple swaps)&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
| On the ground (can be conscious)&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| Projectile&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
| Active invader (for organized ones)&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
| Hidden in ambush&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
| Invader origin (could be inactive and fleeing)&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
| Will flee if invasion turns around&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
| Active marauder/invader moving inward&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
| Marauder resident/invader moving in all the way&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
| Check against flows next time you get a chance&lt;br /&gt;
|-&lt;br /&gt;
!24&lt;br /&gt;
| Ridden&lt;br /&gt;
|-&lt;br /&gt;
!25&lt;br /&gt;
| Caged&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
| Tame&lt;br /&gt;
|-&lt;br /&gt;
!27&lt;br /&gt;
| Chained&lt;br /&gt;
|-&lt;br /&gt;
!28&lt;br /&gt;
| Royal guard&lt;br /&gt;
|-&lt;br /&gt;
!29&lt;br /&gt;
| Fortress guard&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
| Suppress wield for beatings/etc&lt;br /&gt;
|-&lt;br /&gt;
!31&lt;br /&gt;
| Is an important historical figure&lt;br /&gt;
|}&lt;br /&gt;
===Flags Word 1 (32 bits)===&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
| Swimming&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| Play combat for sparring&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| Do not notify about level gains (for embark etc)&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| Nerves calculated&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
| Body part info calculated&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| Is important historical figure (slight variation)&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| Has been killed by kill function (slightly different from dead, not necessarily violent death)&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
| Must be forgotten by forget function (just cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
| Must be deleted (cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| Recently forgotten (cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| Offered for trade&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| Trade resolved&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
| Has breaks&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
| Gutted&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
| Circulatory spray&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| Locked in for trading (it's a projectile on the other set of flags, might be what the flying was)&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
| Marked for slaughter&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
| Underworld creature&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
| Current resident&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
| Marked for special cleanup as unused load from unit block on disk&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
| Insulation from clothing calculated&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
| Uninvited guest&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
!24&lt;br /&gt;
| Inventory order calculated&lt;br /&gt;
|-&lt;br /&gt;
!25&lt;br /&gt;
| Vision -- have good part&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
| Vision -- have damaged part&lt;br /&gt;
|-&lt;br /&gt;
!27&lt;br /&gt;
| Vision -- have missing part&lt;br /&gt;
|-&lt;br /&gt;
!28&lt;br /&gt;
| Breathing -- have good part&lt;br /&gt;
|-&lt;br /&gt;
!29&lt;br /&gt;
| Breathing -- having a problem&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
| Roaming wilderness population source&lt;br /&gt;
|-&lt;br /&gt;
!31&lt;br /&gt;
| Roaming wilderness population source -- not a map feature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=56499</id>
		<title>Creature flags in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=56499"/>
		<updated>2009-10-29T13:14:25Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: cosmetics o.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature or Unit flags==&lt;br /&gt;
Thanks to ToadyOne for explaining what these bits do.&lt;br /&gt;
&lt;br /&gt;
===Flags Word 0 (32 bits)===&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
| Can the dwarf move or are they waiting for their movement timer&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| Dead (might also be set for incoming/leaving critters that are alive)&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| Currently in mood&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| Had a mood&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| &amp;quot;marauder&amp;quot; -- wide class of invader/inside creature attackers&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| Active merchant&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| &amp;quot;forest&amp;quot; (used for units no longer linked to merchant/diplomacy, they just try to leave mostly)&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
| Left (left the map)&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
| Rider&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| Incoming&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| Diplomat&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| Zombie&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
| Skeleton&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
| Can swap tiles during movement (prevents multiple swaps)&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
| On the ground (can be conscious)&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| Projectile&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
| Active invader (for organized ones)&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
| Hidden in ambush&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
| Invader origin (could be inactive and fleeing)&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
| Will flee if invasion turns around&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
| Active marauder/invader moving inward&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
| Marauder resident/invader moving in all the way&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
| Check against flows next time you get a chance&lt;br /&gt;
|-&lt;br /&gt;
!24&lt;br /&gt;
| Ridden&lt;br /&gt;
|-&lt;br /&gt;
!25&lt;br /&gt;
| Caged&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
| Tame&lt;br /&gt;
|-&lt;br /&gt;
!27&lt;br /&gt;
| Chained&lt;br /&gt;
|-&lt;br /&gt;
!28&lt;br /&gt;
| Royal guard&lt;br /&gt;
|-&lt;br /&gt;
!29&lt;br /&gt;
| Fortress guard&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
| Suppress wield for beatings/etc&lt;br /&gt;
|-&lt;br /&gt;
!31&lt;br /&gt;
| Is an important historical figure&lt;br /&gt;
|}&lt;br /&gt;
===Flags Word 1 (32 bits)===&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
| Swimming&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| Play combat for sparring&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| Do not notify about level gains (for embark etc)&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| Nerves calculated&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
| Body part info calculated&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| Is important historical figure (slight variation)&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| Has been killed by kill function (slightly different from dead, not necessarily violent death)&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
| Must be forgotten by forget function (just cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
| Must be deleted (cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| Recently forgotten (cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| Offered for trade&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| Trade resolved&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
| Has breaks&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
| Gutted&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
| Circulatory spray&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| Locked in for trading (it's a projectile on the other set of flags, might be what the flying was)&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
| Marked for slaughter&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
| Underworld creature&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
| Current resident&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
| Marked for special cleanup as unused load from unit block on disk&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
| Insulation from clothing calculated&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
| Uninvited guest&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
!24&lt;br /&gt;
| Inventory order calculated&lt;br /&gt;
|-&lt;br /&gt;
!25&lt;br /&gt;
| Vision -- have good part&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
| Vision -- have damaged part&lt;br /&gt;
|-&lt;br /&gt;
!27&lt;br /&gt;
| Vision -- have missing part&lt;br /&gt;
|-&lt;br /&gt;
!28&lt;br /&gt;
| Breathing -- have good part&lt;br /&gt;
|-&lt;br /&gt;
!29&lt;br /&gt;
| Breathing -- having a problem&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
| Roaming wilderness population source&lt;br /&gt;
|-&lt;br /&gt;
!31&lt;br /&gt;
| Roaming wilderness population source -- not a map feature&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Map_block&amp;diff=56498</id>
		<title>User talk:Jifodus/Map block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Map_block&amp;diff=56498"/>
		<updated>2009-10-29T12:19:30Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;LordNLptp&amp;gt;	i hope jifodus rehosts his page somewhere&lt;br /&gt;
&lt;br /&gt;
Agreed. I didn't even know this goldmine existed. --[[User:Nexii Malthus|Nexii Malthus]] 12:05, 29 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Err thought he meant the wiki page. But otherwise I do mean that the Map Block page could be replaced on a more prominent page. On that note, is there a Hacking page yet? --[[User:Nexii Malthus|Nexii Malthus]] 12:19, 29 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Map_block&amp;diff=56497</id>
		<title>User talk:Jifodus/Map block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Map_block&amp;diff=56497"/>
		<updated>2009-10-29T12:06:02Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;LordNLptp&amp;gt;	i hope jifodus rehosts his page somewhere&lt;br /&gt;
&lt;br /&gt;
Agreed. I didn't even know this goldmine existed. --[[User:Nexii Malthus|Nexii Malthus]] 12:05, 29 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Map_block&amp;diff=56496</id>
		<title>User talk:Jifodus/Map block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Map_block&amp;diff=56496"/>
		<updated>2009-10-29T12:05:46Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: Created page with '&amp;lt;LordNLptp&amp;gt;	i hope jifodus rehosts his page somewhere Agreed. I didn't even know this goldmine existed. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;LordNLptp&amp;gt;	i hope jifodus rehosts his page somewhere&lt;br /&gt;
Agreed. I didn't even know this goldmine existed. --[[User:Nexii Malthus|Nexii Malthus]] 12:05, 29 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=56495</id>
		<title>Creature flags in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=56495"/>
		<updated>2009-10-29T12:03:48Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: Already removed, edit collision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature or Unit flags==&lt;br /&gt;
Thanks to ToadyOne for explaining what these bits do.&lt;br /&gt;
&lt;br /&gt;
===Flags Word 0 (32 bits)===&lt;br /&gt;
* 0 - can the dwarf move or are they waiting for their movement timer&lt;br /&gt;
* 1 - dead (might also be set for incoming/leaving critters that are alive)&lt;br /&gt;
* 2 - currently in mood&lt;br /&gt;
* 3 - had a mood&lt;br /&gt;
* 4 - &amp;quot;marauder&amp;quot; -- wide class of invader/inside creature attackers&lt;br /&gt;
* 5 - drowning&lt;br /&gt;
* 6 - active merchant&lt;br /&gt;
* 7 - &amp;quot;forest&amp;quot; (used for units no longer linked to merchant/diplomacy,&lt;br /&gt;
they just try to leave mostly)&lt;br /&gt;
* 8 - left (left the map)&lt;br /&gt;
* 9 - rider&lt;br /&gt;
* 10 - incoming&lt;br /&gt;
* 11 - diplomat&lt;br /&gt;
* 12 - zombie&lt;br /&gt;
* 13 - skeleton&lt;br /&gt;
* 14 - can swap tiles during movement (prevents multiple swaps)&lt;br /&gt;
* 15 - on the ground (can be conscious)&lt;br /&gt;
* 16 - projectile&lt;br /&gt;
* 17 - active invader (for organized ones)&lt;br /&gt;
* 18 - hidden in ambush&lt;br /&gt;
* 19 - invader origin (could be inactive and fleeing)&lt;br /&gt;
* 20 - will flee if invasion turns around&lt;br /&gt;
* 21 - active marauder/invader moving inward&lt;br /&gt;
* 22 - marauder resident/invader moving in all the way&lt;br /&gt;
* 23 - check against flows next time you get a chance&lt;br /&gt;
* 24 - ridden&lt;br /&gt;
* 25 - caged&lt;br /&gt;
* 26 - tame&lt;br /&gt;
* 27 - chained&lt;br /&gt;
* 28 - royal guard&lt;br /&gt;
* 29 - fortress guard&lt;br /&gt;
* 30 - suppress wield for beatings/etc&lt;br /&gt;
* 31 - is an important historical figure&lt;br /&gt;
&lt;br /&gt;
===Flags Word 1 (32 bits)===&lt;br /&gt;
* 0 - swimming&lt;br /&gt;
* 1 - play combat for sparring&lt;br /&gt;
* 2 - do not notify about level gains (for embark etc)&lt;br /&gt;
* 3 - unused&lt;br /&gt;
* 4 - nerves calculated&lt;br /&gt;
* 5 - body part info calculated&lt;br /&gt;
* 6 - is important historical figure (slight variation)&lt;br /&gt;
* 7 - has been killed by kill function (slightly different from dead, not&lt;br /&gt;
necessarily violent death)&lt;br /&gt;
* 8 - must be forgotten by forget function (just cleanup)&lt;br /&gt;
* 9 - must be deleted (cleanup)&lt;br /&gt;
* 10 - recently forgotten (cleanup)&lt;br /&gt;
* 11 - offered for trade&lt;br /&gt;
* 12 - trade resolved&lt;br /&gt;
* 13 - has breaks&lt;br /&gt;
* 14 - gutted&lt;br /&gt;
* 15 - circulatory spray&lt;br /&gt;
* 16 - locked in for trading (it's a projectile on the other set of flags,&lt;br /&gt;
might be what the flying was)&lt;br /&gt;
* 17 - marked for slaughter&lt;br /&gt;
* 18 - underworld creature&lt;br /&gt;
* 19 - current resident&lt;br /&gt;
* 20 - marked for special cleanup as unused load from unit block on disk&lt;br /&gt;
* 21 - insulation from clothing calculated&lt;br /&gt;
* 22 - uninvited guest&lt;br /&gt;
* 23 - visitor&lt;br /&gt;
* 24 - inventory order calculated&lt;br /&gt;
* 25 - vision -- have good part&lt;br /&gt;
* 26 - vision -- have damaged part&lt;br /&gt;
* 27 - vision -- have missing part&lt;br /&gt;
* 28 - breathing -- have good part&lt;br /&gt;
* 29 - breathing -- having a problem&lt;br /&gt;
* 30 - roaming wilderness population source&lt;br /&gt;
* 31 - roaming wilderness population source -- not a map feature&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Warmist&amp;diff=50423</id>
		<title>User talk:Warmist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Warmist&amp;diff=50423"/>
		<updated>2009-08-11T07:01:17Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it possible to have the source please? Just rather curious and have an idea of implementing something similiar in another program for reading stuff from DF. I really would like to know how memory hacking with DF is done, especially the graphics interface, I have been forever stuck on getting a good working example though. Especially as I am a self-taught C++ programmer I feel rather clueless. I really don't mind messy code and I'm not forcing you, but it'd be absolutely invaluable to me. [[User:Nexii Malthus|Nexii Malthus]] 00:26, 9 August 2009 (UTC)&lt;br /&gt;
:actually that part of code is quite clean... So I could give you source.[[User:Warmist|Warmist]] 13:33, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, I am still interested btw. --[[User:Nexii Malthus|Nexii Malthus]] 06:08, 11 August 2009 (UTC)&lt;br /&gt;
:::Oh and latest version is crashing after it says &amp;quot;Found!&amp;quot;, so I could help run a debugger to track it down as well as any other bugs that may pop up. --[[User:Nexii Malthus|Nexii Malthus]] 07:01, 11 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Warmist&amp;diff=50422</id>
		<title>User talk:Warmist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Warmist&amp;diff=50422"/>
		<updated>2009-08-11T06:08:43Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it possible to have the source please? Just rather curious and have an idea of implementing something similiar in another program for reading stuff from DF. I really would like to know how memory hacking with DF is done, especially the graphics interface, I have been forever stuck on getting a good working example though. Especially as I am a self-taught C++ programmer I feel rather clueless. I really don't mind messy code and I'm not forcing you, but it'd be absolutely invaluable to me. [[User:Nexii Malthus|Nexii Malthus]] 00:26, 9 August 2009 (UTC)&lt;br /&gt;
:actually that part of code is quite clean... So I could give you source.[[User:Warmist|Warmist]] 13:33, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, I am still interested btw. --[[User:Nexii Malthus|Nexii Malthus]] 06:08, 11 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Shardok&amp;diff=50386</id>
		<title>User talk:Shardok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Shardok&amp;diff=50386"/>
		<updated>2009-08-09T01:02:10Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I realize this, unfortunantly it's a kind of OCD with me to make the whole word blue.&lt;br /&gt;
--[[User:Frandude|Frandude]] 21:51, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just because game data says so, doesn't mean it is so. There are quite a few tags that aren't linked to actual working code, or were depecrated and are non-functioning anymore in favor of another tag or system. Ultimately what I mean is it'd need experimental verification, going up to a strangler with your adventurer I think would be a simple test for this situation. --[[User:Nexii Malthus|Nexii Malthus]] 01:02, 9 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Warmist&amp;diff=50420</id>
		<title>User talk:Warmist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Warmist&amp;diff=50420"/>
		<updated>2009-08-09T00:26:51Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: Created page with 'Is it possible to have the source please? Just rather curious and have an idea of implementing something similiar in another program for reading stuff from DF. I really would lik...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it possible to have the source please? Just rather curious and have an idea of implementing something similiar in another program for reading stuff from DF. I really would like to know how memory hacking with DF is done, especially the graphics interface, I have been forever stuck on getting a good working example though. Especially as I am a self-taught C++ programmer I feel rather clueless. I really don't mind messy code and I'm not forcing you, but it'd be absolutely invaluable to me. [[User:Nexii Malthus|Nexii Malthus]] 00:26, 9 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45123</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45123"/>
		<updated>2009-08-05T04:37:17Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: random ramblings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams and/or ''clear'' and well-sized [http://www.mediawiki.org/wiki/Help:Images| images] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, a '''B''' is a bed, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Also, please don't personalize a submission by adding a name to it - it discourages the collaborative effort that ''is'' a wiki.  If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
==Designs vs max population==&lt;br /&gt;
Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cpu use vs fractal desings==&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
:the designs have to be set up by hand - they are just passages that dwarves  / creatures path through - so there shouldn't be any reason for the game to slow down other than complex pathing or huge populations.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 09:08, 14 July 2009 (UTC)&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
:RE op, because if you have no [[wood]] you cant make [[beds]].--[[User:Mrdudeguy|Mrdudeguy]] 19:20, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
xxxxxxxxxxxxxxxxx&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, because since there are no walls between them the doors are quite pointless to have EVERY space, and it will probably create way more unhappiness than you think, it's not smart in the long run, you're better off putting one wall between every bedroom.&lt;br /&gt;
&lt;br /&gt;
:I believe the spaces in his diagram represent walls. Maybe not the best choice of symbol, but still, it makes more sense than without walls.[[User:Wlerin|Wlerin]] 18:01, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The maximally-efficient bedroom shape in terms of size per happiness per dwarf is 3x1, I think, because that lets you fit in a bed, coffer and cabinet. It also has the added bonus of being able to be jammed in absolutely anywhere - I've not found a need to get any smaller, simply because 3x1 is already tiny. If you wanted to make super low-rent housing you might look at this (with walls between of course) but it'd probably be easier in that case to have a bunch of 1x1 &amp;quot;bedrooms&amp;quot; in a big open cavern. 3x1 has been the best so far - my favourite of the designs on this page is the &amp;quot;High density single floor housing&amp;quot; design - 61x61 to house a full fortress, not bad. [[User:FangXianfu|FangXianfu]] 02:45, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Personalisation? ==&lt;br /&gt;
&lt;br /&gt;
I submitted my own 'personal' design I use in forts.&lt;br /&gt;
&lt;br /&gt;
Everyone else has got ownership to their designs too, why remove owner attribution rights to their design that they contributed?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
THLawrence's Living Pods,&lt;br /&gt;
GnomeChomsky's Tessellated Apartments,&lt;br /&gt;
Vaniver's Greek Cross design,&lt;br /&gt;
Raynard's Fractal modified for 3d&lt;br /&gt;
&lt;br /&gt;
Seems unfair I am singled out from the rest of the entries that have existed longer with personalisation, you have to remember that designs are art and have been crafted by the individual with careful thought, why forcefully and permamently remove the artists' signature? I'd understand it maybe with some of the extremely common designs (the very first and second) or using a generic fractal shape.&lt;br /&gt;
&lt;br /&gt;
I feel my design was something I had never encounted anywhere else yet and I had put very careful consideration into the concepts behind it to making an interesting concept which allows traffic to flow continously directly between it instead of having to be redirected in other ways. --[[User:Nexii Malthus|Nexii Malthus]] 21:13, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hi - First, as a fellow DF player, welcome, and nice design!  &lt;br /&gt;
:&amp;quot;Everyone else&amp;quot; does not, in fact, get, or even expect, credit.  All those you list were edited 6 minutes after after yours - some old hiccups are not noticed until something new is added that emphasizes the problem.  And the problem is minor, but exists on multiple levels.  &lt;br /&gt;
:This is not a free forum,  nor a blog nor a bulletin board, but a wiki - and wikis tend to want anonymity in articles.  In part, that's because they are not about personal achievement - which is what the last paragraph of your post seems to want.  You have to remember that a wiki is not about the contributors, but the contribution itself - without your name attached, it's still just as valuable, neh?  Nor can you be sure that you, indeed, &amp;quot;invented&amp;quot; it - you were simply the first to post it here.&lt;br /&gt;
:But more, anything with a personal label is a dis-incentive to be later edited - and that's what a wiki is all about.  Like it or not, anything you or I contribute could, and probably will, be edited sometime later.  (One can only hope it will either be helpful, or get caught and a separate entry made!)   And it's precisely because of that that personal names should ''not'' be on the articles, or a sub-section of them - you are submitting it ''to'' the community, ''for'' the community - not for yourself, not in any sense.&lt;br /&gt;
:This is not my policy, but one discussed and established long before my arrival.  (Orig comments here, among others: [[Talk:Fortress_defense#Use_of_User_Names_in_Defense_Designs]]).  So, again, great design, thanks for sharing, keep up the contributions - because that's everything that a wiki is about.--[[User:Albedo|Albedo]] 23:27, 4 August 2009 (UTC)&lt;br /&gt;
::Hmm, well the original point for the personalisation is that I have a certain vision of this design, what I wrote is rather incomplete, a wiki fills up in little steps. So the way I understand it is that if anyone wishes to modify the design it should end up as a different entry instead of fighting against me, and it'd end up being silly having 30 sandwitches of all the same name, namely Sandwitch. Sandwitching layers like this is rather obvious, but I have a certain design vision with pros and cos. If someone just came over and rewrote a paragraph, that wouldn't be collaboration, that'd be smearing valuable contributions for someone else to force their own vision. It is just that Dwarf Fortress is an extremely unique game allowing absolute freedom that no fortress will be exactly same, it even becomes an art, due to the large part of aesthetics that designs play to combine function and fun. Just because I am submitting for the community doesn't mean someone could overwrite large portions of art to accomodate their own vision.&lt;br /&gt;
&lt;br /&gt;
Well, there is no pretty situation anyhwere, wikipedia doesn't suit itself to such galleria I suppose so I have to agree.&lt;br /&gt;
&lt;br /&gt;
I guess what we should aim to do is provide abstractions of the concepts. Writing down to the modular designs and explain with keywords what variations are possible? Anyone else have any idea of what to do? I think this page might become unnecessarily cumbersome if we don't modify the page to be more modular. Hope you can make any sense of my random ramblings. To simplify or to complexify. --[[User:Nexii Malthus|Nexii Malthus]] 04:37, 5 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45116</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45116"/>
		<updated>2009-08-04T21:13:55Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Designs vs max population==&lt;br /&gt;
Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cpu use vs fractal desings==&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
:the designs have to be set up by hand - they are just passages that dwarves  / creatures path through - so there shouldn't be any reason for the game to slow down other than complex pathing or huge populations.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 09:08, 14 July 2009 (UTC)&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
:RE op, because if you have no [[wood]] you cant make [[beds]].--[[User:Mrdudeguy|Mrdudeguy]] 19:20, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
xxxxxxxxxxxxxxxxx&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, because since there are no walls between them the doors are quite pointless to have EVERY space, and it will probably create way more unhappiness than you think, it's not smart in the long run, you're better off putting one wall between every bedroom.&lt;br /&gt;
&lt;br /&gt;
:I believe the spaces in his diagram represent walls. Maybe not the best choice of symbol, but still, it makes more sense than without walls.[[User:Wlerin|Wlerin]] 18:01, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The maximally-efficient bedroom shape in terms of size per happiness per dwarf is 3x1, I think, because that lets you fit in a bed, coffer and cabinet. It also has the added bonus of being able to be jammed in absolutely anywhere - I've not found a need to get any smaller, simply because 3x1 is already tiny. If you wanted to make super low-rent housing you might look at this (with walls between of course) but it'd probably be easier in that case to have a bunch of 1x1 &amp;quot;bedrooms&amp;quot; in a big open cavern. 3x1 has been the best so far - my favourite of the designs on this page is the &amp;quot;High density single floor housing&amp;quot; design - 61x61 to house a full fortress, not bad. [[User:FangXianfu|FangXianfu]] 02:45, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Personalisation? ==&lt;br /&gt;
&lt;br /&gt;
I submitted my own 'personal' design I use in forts.&lt;br /&gt;
&lt;br /&gt;
Everyone else has got ownership to their designs too, why remove owner attribution rights to their design that they contributed?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
THLawrence's Living Pods,&lt;br /&gt;
GnomeChomsky's Tessellated Apartments,&lt;br /&gt;
Vaniver's Greek Cross design,&lt;br /&gt;
Raynard's Fractal modified for 3d&lt;br /&gt;
&lt;br /&gt;
Seems unfair I am singled out from the rest of the entries that have existed longer with personalisation, you have to remember that designs are art and have been crafted by the individual with careful thought, why forcefully and permamently remove the artists' signature? I'd understand it maybe with some of the extremely common designs (the very first and second) or using a generic fractal shape.&lt;br /&gt;
&lt;br /&gt;
I feel my design was something I had never encounted anywhere else yet and I had put very careful consideration into the concepts behind it to making an interesting concept which allows traffic to flow continously directly between it instead of having to be redirected in other ways. --[[User:Nexii Malthus|Nexii Malthus]] 21:13, 4 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45115</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45115"/>
		<updated>2009-08-04T21:13:10Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Designs vs max population==&lt;br /&gt;
Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cpu use vs fractal desings==&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
:the designs have to be set up by hand - they are just passages that dwarves  / creatures path through - so there shouldn't be any reason for the game to slow down other than complex pathing or huge populations.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 09:08, 14 July 2009 (UTC)&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
:RE op, because if you have no [[wood]] you cant make [[beds]].--[[User:Mrdudeguy|Mrdudeguy]] 19:20, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
xxxxxxxxxxxxxxxxx&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, because since there are no walls between them the doors are quite pointless to have EVERY space, and it will probably create way more unhappiness than you think, it's not smart in the long run, you're better off putting one wall between every bedroom.&lt;br /&gt;
&lt;br /&gt;
:I believe the spaces in his diagram represent walls. Maybe not the best choice of symbol, but still, it makes more sense than without walls.[[User:Wlerin|Wlerin]] 18:01, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The maximally-efficient bedroom shape in terms of size per happiness per dwarf is 3x1, I think, because that lets you fit in a bed, coffer and cabinet. It also has the added bonus of being able to be jammed in absolutely anywhere - I've not found a need to get any smaller, simply because 3x1 is already tiny. If you wanted to make super low-rent housing you might look at this (with walls between of course) but it'd probably be easier in that case to have a bunch of 1x1 &amp;quot;bedrooms&amp;quot; in a big open cavern. 3x1 has been the best so far - my favourite of the designs on this page is the &amp;quot;High density single floor housing&amp;quot; design - 61x61 to house a full fortress, not bad. [[User:FangXianfu|FangXianfu]] 02:45, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Personalisation? ==&lt;br /&gt;
&lt;br /&gt;
I submitted my own 'personal' design I use in forts.&lt;br /&gt;
&lt;br /&gt;
Everyone else has got ownership to their designs too, why remove owner attribution rights to their design that they contributed?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
THLawrence's Living Pods&lt;br /&gt;
GnomeChomsky's Tessellated Apartments&lt;br /&gt;
Vaniver's Greek Cross design&lt;br /&gt;
Raynard's Fractal modified for 3d&lt;br /&gt;
&lt;br /&gt;
Seems unfair I am singled out from the rest of the entries that have existed longer with personalisation, you have to remember that designs are art and have been crafted by the individual with careful thought, why forcefully and permamently remove the artists' signature? I'd understand it maybe with some of the extremely common designs (the very first and second) or using a generic fractal shape.&lt;br /&gt;
&lt;br /&gt;
I feel my design was something I had never encounted anywhere else yet and I had put very careful consideration into the concepts behind it to making an interesting concept which allows traffic to flow continously directly between it instead of having to be redirected in other ways. --[[User:Nexii Malthus|Nexii Malthus]] 21:13, 4 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25845</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25845"/>
		<updated>2009-08-04T14:52:52Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: woops, didn't notice, moving important bits to the end again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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]] qualities are needed. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Communal barracks ==&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single [[weapon rack]] in a room, designate a [[barracks]] from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to get upset when their [[Noble#Room_Requirements_Summary|requirements]] are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== 1x1 bed only, no walls ==&lt;br /&gt;
&lt;br /&gt;
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, or rented once the economy kicks in, 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 -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, 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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|. O&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|. u&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|. t&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|. e&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|. r&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|. H&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|. a&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|. l&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|. l&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. 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 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.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Tileable shaft design ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
==Raynard's Fractal modified for 3d==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
==Clusters==&lt;br /&gt;
&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
There are 7 Clusters here. If 5 Z-Levels of this is built, thats 5*6*7=210, which is plenty.&lt;br /&gt;
&lt;br /&gt;
==Noble Hive Pods==&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
==Nexii's Sandwitch==&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwitch 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Level -1       ║   Level 0       ║    Level 1&lt;br /&gt;
╔══╦══╦══╦══╗  ║                 ║  ╔══╦══╦══╦══╗&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
╠══╬══╬══╬══╣  ║  .............  ║  ╠══╬══╬══╬══╣&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
╚══╩══╩══╩══╝  ║                 ║  ╚══╩══╩══╩══╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for workshops or be directly tied to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25844</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25844"/>
		<updated>2009-08-04T14:50:06Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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]] qualities are needed. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Communal barracks ==&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single [[weapon rack]] in a room, designate a [[barracks]] from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to get upset when their [[Noble#Room_Requirements_Summary|requirements]] are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== 1x1 bed only, no walls ==&lt;br /&gt;
&lt;br /&gt;
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, or rented once the economy kicks in, 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 -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, 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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|. O&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|. u&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|. t&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|. e&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|. r&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|. H&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|. a&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|. l&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|. l&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. 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 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.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Tileable shaft design ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
==Raynard's Fractal modified for 3d==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
==Clusters==&lt;br /&gt;
&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
There are 7 Clusters here. If 5 Z-Levels of this is built, thats 5*6*7=210, which is plenty.&lt;br /&gt;
&lt;br /&gt;
==Noble Hive Pods==&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
&lt;br /&gt;
==Nexii's Sandwitch==&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwitch 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Level -1       ║   Level 0       ║    Level 1&lt;br /&gt;
╔══╦══╦══╦══╗  ║                 ║  ╔══╦══╦══╦══╗&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
╠══╬══╬══╬══╣  ║  .............  ║  ╠══╬══╬══╬══╣&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
╚══╩══╩══╩══╝  ║                 ║  ╚══╩══╩══╩══╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for workshops or be directly tied to the dining/meeting hall.&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25843</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25843"/>
		<updated>2009-08-04T14:49:33Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: Added new design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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]] qualities are needed. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Communal barracks ==&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single [[weapon rack]] in a room, designate a [[barracks]] from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to get upset when their [[Noble#Room_Requirements_Summary|requirements]] are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== 1x1 bed only, no walls ==&lt;br /&gt;
&lt;br /&gt;
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, or rented once the economy kicks in, 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 -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, 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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|. O&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|. u&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|. t&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|. e&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|. r&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|. H&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|. a&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|. l&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|. l&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. 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 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.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Tileable shaft design ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
==Raynard's Fractal modified for 3d==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
==Clusters==&lt;br /&gt;
&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
There are 7 Clusters here. If 5 Z-Levels of this is built, thats 5*6*7=210, which is plenty.&lt;br /&gt;
&lt;br /&gt;
==Noble Hive Pods==&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
&lt;br /&gt;
==Nexiis' Sandwitch==&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwitch 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Level -1       ║   Level 0       ║    Level 1&lt;br /&gt;
╔══╦══╦══╦══╗  ║                 ║  ╔══╦══╦══╦══╗&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
╠══╬══╬══╬══╣  ║  .............  ║  ╠══╬══╬══╬══╣&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
╚══╩══╩══╩══╝  ║                 ║  ╚══╩══╩══╩══╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for workshops or be directly tied to the dining/meeting hall.&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30033</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30033"/>
		<updated>2008-03-09T23:11:58Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can water or magma flow through fortifications?&lt;br /&gt;
--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above, but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26451</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26451"/>
		<updated>2008-03-09T00:04:22Z</updated>

		<summary type="html">&lt;p&gt;Nexii Malthus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Juckto, make sure the building is built over a channel square with lava in it, there actually needs to be a hole in the ground for the forges to operate. I didn't realise this at first and had to reassemble my workshops after some digging. [[User:Jimphraxia|Jimphraxia]] 12:17, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...(rock n rat)nov 20&lt;br /&gt;
:Please learn the following things:&lt;br /&gt;
:*Punctuation&lt;br /&gt;
:*Grammar&lt;br /&gt;
:*Capitalization&lt;br /&gt;
:*Proper sentences&lt;br /&gt;
:And then rewrite your question. It's very hard to understand right now. Also, you didn't properly sign your comment (please use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; instead of manually typing it out). --[[User:GreyMario|GreyMario]] 16:18, 21 November 2007 (EST)&lt;br /&gt;
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::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of hunger/thirst/sleep cancellation-they haul the stuff, then decide they're too hungry to work. By the time they get back, some enterprising hauler has dragged the gold bars halfway across the fortress for some reason, and he'll be lucky to drag the heavy bars back before he gets tired again. -[[User:Kefkakrazy|Kefkakrazy]] 01:15, 28 November 2007 (EST)&lt;br /&gt;
:::Or that the flow of the magma is such that it quickly changes from too shallow to deep enough. [[User:Jayjayjuhwetplane|Jayjayjuhwetplane]] 15:39, 5 February 2008 (EST)&lt;br /&gt;
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Does anyone know the floor plan on this work shop?  It is the last one I haven't added. --[[User:DeadMilkman|DeadMilkman]] 23:49, 27 November 2007 (EST)&lt;br /&gt;
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::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of&lt;br /&gt;
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Floor plan added --[[User:Skanky|Skanky]] 4 January 2008&lt;br /&gt;
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== Magma only? ==&lt;br /&gt;
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Out of curiousity, does ''lava'' work as well with the ''magma'' forge? As magma turns to lava once exposed to the outside, I wonder if the magma forge might still recognise it as compatible. This might explain why juckto above did not get it to work. --[[User:Nexii Malthus|Nexii Malthus]] 19:04, 8 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Nexii Malthus</name></author>
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