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Difference between revisions of "40d:Room"
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== What is a room? == | == What is a room? == | ||
− | The answer is not as obvious as it seems. A chamber with a | + | The answer is not as obvious as it seems. A chamber with a {{l|bed}} in it is not yet a {{l|bedroom}}; you have to select the {{l|bed}} and ''define'' a bedroom from it. The functional room, as the game understands it, is not defined by {{l|wall}}s and {{l|door}}s; it is a {{l|zone}} extending out from a piece of {{l|furniture}} (in our example, the bed) that defines the room, created when the room is ''defined from'' that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's {{l|value}} and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value. |
− | Rooms can also be assigned to specific | + | Rooms can also be assigned to specific {{l|dwarves}} (to satisfy a {{l|noble|noble's}} requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the {{l|economy}} starts, dwarves will have to pay rent for their bedrooms. |
== Creating rooms == | == Creating rooms == | ||
− | To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a | + | To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a {{l|table}} or {{l|bed}}. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external {{l|door}}s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. |
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. | If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. | ||
− | In general, you only need to define a room from ''one'' object in the room. For instance, a communal | + | In general, you only need to define a room from ''one'' object in the room. For instance, a communal {{l|dining room}} is defined from one table -- just give the room a large enough radius to cover the whole space. |
Rooms can not span z-levels; when you define a room it can only be on a single level. | Rooms can not span z-levels; when you define a room it can only be on a single level. | ||
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== Types of rooms == | == Types of rooms == | ||
=== Public rooms === | === Public rooms === | ||
− | * Archery Range, defined from an | + | * Archery Range, defined from an {{l|archery target}}. Used by the military. |
− | * | + | * {{l|Barracks}}, defined from a {{l|bed}}, {{l|weapon rack}}, or {{l|armor stand}}. ''Used by the {{l|military}} or by dwarves with no assigned {{l|bedroom}}.'' |
− | * | + | * {{l|Jail}}, defined from a {{l|restraint}} or metal {{l|cage}}. Used for dwarven {{l|justice}}. |
− | * | + | * {{l|Meeting hall}}, defined from a {{l|well}} or {{l|table}}. |
− | * | + | * {{l|Sculpture garden}}, defined from a {{l|statue}}. ''(Acts as a meeting hall)'' |
− | * | + | * {{l|Zoo}}, defined from a {{l|cage}} or {{l|restraint}}. ''(Acts as a meeting hall)'' |
=== Private rooms === | === Private rooms === | ||
− | * | + | * {{l|Bedroom}}, defined from a {{l|bed}}. |
− | * | + | * {{l|Dining room}}, defined from a {{l|table}}. |
− | * | + | * {{l|Office|Study}}/{{l|Office}}/{{l|Office|Throne Room}}, defined from a {{l|chair}} or {{l|throne}} |
:''(These are actually the same thing, even though the game refers to them with different names).'' | :''(These are actually the same thing, even though the game refers to them with different names).'' | ||
− | * | + | * {{l|Tomb}}, defined from a {{l|coffin}}. |
== Room quality == | == Room quality == | ||
− | Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, | + | Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, {{l|furniture|furnishings}} and other factors. Higher-quality room grades will produce happy {{l|thought}}s in {{l|dwarves}} utilizing these rooms. If a room contains items made from materials a {{l|dwarf}} favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by {{l|smooth|smoothing}} and {{l|engrave|engraving}} the walls and the {{l|floor}}. |
− | Rooms can be viewed in the | + | Rooms can be viewed in the {{l|building list}} by hitting the {{k|r}} key. |
=== Influences on room quality === | === Influences on room quality === | ||
− | * | + | * {{l|Furniture}} adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material {{l|Item value|value}} and object {{l|quality}}, plus the value of any {{l|decoration}}s. Price adjustments by nobles do not affect this value. Note that {{l|statue}}s and {{l|window}}s affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it. |
* Doors add to room value only if they are set to internal '''and''' the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond (40d). | * Doors add to room value only if they are set to internal '''and''' the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond (40d). | ||
* Floor and wall grids add to value. This is also affected by material and smoothing. See table below. | * Floor and wall grids add to value. This is also affected by material and smoothing. See table below. | ||
* Rooms enclosed in walls have more value than rooms of the same size in open space. | * Rooms enclosed in walls have more value than rooms of the same size in open space. | ||
* Overlapping of rooms' space ''may'' negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty. | * Overlapping of rooms' space ''may'' negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty. | ||
− | * Any material, stone type or furniture that an assigned dwarf has a | + | * Any material, stone type or furniture that an assigned dwarf has a {{l|preference}} for will increase the perceived value of a room for that dwarf - other dwarfs will perceive the standard value. |
=== Factors === | === Factors === | ||
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| Normal rock || 1 || 4 || 1 || 5 | | Normal rock || 1 || 4 || 1 || 5 | ||
|- | |- | ||
− | | | + | | {{l|Flux}} || 2 || 14 || 2 || 18 |
|- | |- | ||
− | | | + | | {{l|Obsidian}} || 3 || 21 || 3 || 27 |
|} | |} | ||
− | * Smoothed and engraved ordinary stone has a base value of 10. This is multiplied by | + | * Smoothed and engraved ordinary stone has a base value of 10. This is multiplied by {{l|quality}} (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). |
* Example: a 3x3 Room | * Example: a 3x3 Room | ||
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As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all plain stone. | As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all plain stone. | ||
− | As an alternative to engraving, floors can be | + | As an alternative to engraving, floors can be {{l|construction|constructed}} out of valuable materials (such as {{l|gold}}, {{l|steel}}, {{l|platinum}}, {{l|aluminum}}, or megabeast {{l|soap}}) in order to increase room value significantly. Constructing a floor on top of an engraving will {{l|Engraving#Art defacement|destroy}} the engraving, making its creator unhappy and possibly making the builder a {{l|Justice|criminal}}. |
==== Furniture ==== | ==== Furniture ==== | ||
− | All standard furniture ( | + | All standard furniture ({{l|bed}}s, {{l|coffer}}s, {{l|weapon rack}}s, etc.) has a base {{l|value}} of 10. The base value is multiplied by the material value and the item's {{l|quality}}. For example, a *Marble Door* is worth 10 (door) * 2 ({{l|marble}}) * 4 (*superior quality*) = 80☼. A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room. |
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea. | * The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea. | ||
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==== Artifacts ==== | ==== Artifacts ==== | ||
− | If you are the lucky owner of | + | If you are the lucky owner of {{l|artifact}} furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''grand'''. In practice artifacts frequently exceed 10,000☼ and can turn a single tile of dirt into a '''royal''' room. |
=== Specific room quality grades === | === Specific room quality grades === | ||
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The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. | The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. | ||
{| class="wikitable" cellspacing="1" border="1" cellpadding="10" | {| class="wikitable" cellspacing="1" border="1" cellpadding="10" | ||
− | ! | + | ! {{l|Bedroom}} !! {{l|Dining room}} !! {{l|Office}} !! {{l|Tomb}} !! Rent |
|- | |- | ||
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99 | | Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99 | ||
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* Quarters: | * Quarters: | ||
** A 3x2, smooth walls, two or more excellent pieces of furniture. | ** A 3x2, smooth walls, two or more excellent pieces of furniture. | ||
− | ** A 3x3 room single detailed everywhere (with no | + | ** A 3x3 room single detailed everywhere (with no {{l|ore}} or {{l|gem}}s in the walls) with an ≡exceptional≡ door, bed, cabinet, coffer, weapon rack and armor stand (rent 395). |
* Decent Quarters: | * Decent Quarters: | ||
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815). | ** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815). | ||
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=== Saving on nobles' rooms === | === Saving on nobles' rooms === | ||
− | You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the | + | You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the {{l|king}} shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him. |
This is a risky strategy as nobles get upset that their rooms are not '''better''' than those of lesser nobles. One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, mechanisms, or other objects within that area, not covered by the other nobles' "rooms" (as designated). | This is a risky strategy as nobles get upset that their rooms are not '''better''' than those of lesser nobles. One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, mechanisms, or other objects within that area, not covered by the other nobles' "rooms" (as designated). | ||
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=== Storage rooms === | === Storage rooms === | ||
− | A '''storage room''' is a space set aside solely to hold items that are not being used (usually with a | + | A '''storage room''' is a space set aside solely to hold items that are not being used (usually with a {{l|stockpile}}). Often this means {{l|trade good}}s waiting to be sold to a caravan, unused furniture, or obscure materials saved for {{l|strange mood}}s. Careful and timely placement of storage rooms can help to minimize {{l|clutter}} in your workshops, since newly made items will be stored instead of accumulating where they were created. |
=== Vaults === | === Vaults === | ||
− | A '''vault''' is a more secure version of a storage room (possibly using a | + | A '''vault''' is a more secure version of a storage room (possibly using a {{l|stockpile}} of {{l|gem}}s and {{l|artifact}}s). To keep thieves out, the {{l|door}} or {{l|bridge}} at a vault entrance may be linked to a {{l|lever}}. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal {{l|Restrain#Restraints|restrain}}ed in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but {{l|thieves}} do not trigger mechanics' {{l|trap}}s or {{l|pressure plate}}s, so this is purely for aesthetic purposes. |
=== Hospitals === | === Hospitals === | ||
− | A '''hospital''' contains constructed, unassigned | + | A '''hospital''' contains constructed, unassigned {{l|bed}}s and has convenient access to sources of {{l|food}} and {{l|water}}. When a dwarf is injured, the hospital provides a place in which to {{l|heal}} (but note that an injured dwarf may claim any unassigned bed, not just one in a hospital). A dwarf resting for a long time in an underground hospital may develop {{l|cave adaptation}}. |
=== Courtyards === | === Courtyards === | ||
− | A '''courtyard''' is a secure above-ground area, where your dwarfs are safe from | + | A '''courtyard''' is a secure above-ground area, where your dwarfs are safe from {{l|invader}}s and most {{l|creature}}s. Can incorporate {{l|stockpile}}s, a {{l|Trade Depot}}, a {{l|statue garden}}, or more. |
[[Category:Rooms]] | [[Category:Rooms]] |
Revision as of 21:58, 2 April 2010
This article is about an older version of DF. |
What is a room?
The answer is not as obvious as it seems. A chamber with a Template:L in it is not yet a Template:L; you have to select the Template:L and define a bedroom from it. The functional room, as the game understands it, is not defined by Template:Ls and Template:Ls; it is a Template:L extending out from a piece of Template:L (in our example, the bed) that defines the room, created when the room is defined from that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's Template:L and its effectiveness. This zone does not need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.
Rooms can also be assigned to specific Template:L (to satisfy a Template:L requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the Template:L starts, dwarves will have to pay rent for their bedrooms.
Creating rooms
To create a room, you must first have built something capable of supporting a room from the build menu, such as a Template:L or Template:L. Then you must select the completed item in question with the q command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external Template:Ls. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's q menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.
In general, you only need to define a room from one object in the room. For instance, a communal Template:L is defined from one table -- just give the room a large enough radius to cover the whole space.
Rooms can not span z-levels; when you define a room it can only be on a single level.
Types of rooms
Public rooms
- Archery Range, defined from an Template:L. Used by the military.
- Template:L, defined from a Template:L, Template:L, or Template:L. Used by the Template:L or by dwarves with no assigned Template:L.
- Template:L, defined from a Template:L or metal Template:L. Used for dwarven Template:L.
- Template:L, defined from a Template:L or Template:L.
- Template:L, defined from a Template:L. (Acts as a meeting hall)
- Template:L, defined from a Template:L or Template:L. (Acts as a meeting hall)
Private rooms
- Template:L, defined from a Template:L.
- Template:L, defined from a Template:L.
- Template:L/Template:L/Template:L, defined from a Template:L or Template:L
- (These are actually the same thing, even though the game refers to them with different names).
- Template:L, defined from a Template:L.
Room quality
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, Template:L and other factors. Higher-quality room grades will produce happy Template:Ls in Template:L utilizing these rooms. If a room contains items made from materials a Template:L favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by Template:L and Template:L the walls and the Template:L.
Rooms can be viewed in the Template:L by hitting the r key.
Influences on room quality
- Template:L adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material Template:L and object Template:L, plus the value of any Template:Ls. Price adjustments by nobles do not affect this value. Note that Template:Ls and Template:Ls affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it.
- Doors add to room value only if they are set to internal and the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond (40d).
- Floor and wall grids add to value. This is also affected by material and smoothing. See table below.
- Rooms enclosed in walls have more value than rooms of the same size in open space.
- Overlapping of rooms' space may negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
- Any material, stone type or furniture that an assigned dwarf has a Template:L for will increase the perceived value of a room for that dwarf - other dwarfs will perceive the standard value.
Factors
The room
Taken from Draxxalon's study. (wrong/outdated) Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below).
Type | Rough Floor | Smooth Floor | Rough Wall | Smooth Wall |
---|---|---|---|---|
Normal rock | 1 | 4 | 1 | 5 |
Template:L | 2 | 14 | 2 | 18 |
Template:L | 3 | 21 | 3 | 27 |
- Smoothed and engraved ordinary stone has a base value of 10. This is multiplied by Template:L (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on).
- Example: a 3x3 Room
XXXXX X...X X...X X.... XXXXX
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all plain stone.
As an alternative to engraving, floors can be Template:L out of valuable materials (such as Template:L, Template:L, Template:L, Template:L, or megabeast Template:L) in order to increase room value significantly. Constructing a floor on top of an engraving will Template:L the engraving, making its creator unhappy and possibly making the builder a Template:L.
Furniture
All standard furniture (Template:Ls, Template:Ls, Template:Ls, etc.) has a base Template:L of 10. The base value is multiplied by the material value and the item's Template:L. For example, a *Marble Door* is worth 10 (door) * 2 (Template:L) * 4 (*superior quality*) = 80☼. A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.
- The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.
- Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.
- Statues (basic value 25) block the tile they're built on. They also cause any wall they're blocking to no longer contribute to room value.
Artifacts
If you are the lucky owner of Template:L furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to grand. In practice artifacts frequently exceed 10,000☼ and can turn a single tile of dirt into a royal room.
Specific room quality grades
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs.
Template:L | Template:L | Template:L | Template:L | Rent |
---|---|---|---|---|
Meager Quarters | Meager Dining Room | Meager Office | Grave | 1 - 99 |
Modest Quarters | Modest Dining Room | Modest Office | Servant's Burial Chamber | 100 - 249 |
Quarters | Dining Room | Office | Burial Chamber | 250 - 499 |
Decent Quarters | Decent Dining Room | Decent Office | Tomb | 500 - 999 |
Fine Quarters | Fine Dining Room | Splendid Office | Fine Tomb | 1,000 - 1,499 |
Great Bedroom | Great Dining Room | Throne Room | Mausoleum | 1,500 - 2,499 |
Grand Bedroom | Grand Dining Room | Opulent Throne Room | Grand Mausoleum | 2,500 - 9,999 |
Royal* Bedroom | Royal* Dining Room | Royal* Throne Room | Royal* Mausoleum | 10,000+ |
- (* aka "Legendary")
Examples:
- Modest Quarters:
- A 3x2 room with one or two ☼masterpieces☼ in it.
- A 3x2 room, smoothed wall and floors, +finely-crafted+ or *superior* quality furniture.
- Quarters:
- A 3x2, smooth walls, two or more excellent pieces of furniture.
- A 3x3 room single detailed everywhere (with no Template:L or Template:Ls in the walls) with an ≡exceptional≡ door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).
- Decent Quarters:
- A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
- A 5x5 room, double detailed floor, good quality furniture.
- Grand Bedroom:
- A 6x6 room with smoothed walls, engraved floors and three ≡exceptional≡ pieces of furniture.
- A 3x13 room with smoothed walls, engraved floors, six ≡exceptional≡ pieces of furniture and one ☼masterpiece☼.
Saving on nobles' rooms
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the Template:L shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.
This is a risky strategy as nobles get upset that their rooms are not better than those of lesser nobles. One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, mechanisms, or other objects within that area, not covered by the other nobles' "rooms" (as designated).
Non-designated rooms
It can be useful to allocate space for certain purposes without using an explicit room designation from a piece of furniture.
Storage rooms
A storage room is a space set aside solely to hold items that are not being used (usually with a Template:L). Often this means Template:Ls waiting to be sold to a caravan, unused furniture, or obscure materials saved for Template:Ls. Careful and timely placement of storage rooms can help to minimize Template:L in your workshops, since newly made items will be stored instead of accumulating where they were created.
Vaults
A vault is a more secure version of a storage room (possibly using a Template:L of Template:Ls and Template:Ls). To keep thieves out, the Template:L or Template:L at a vault entrance may be linked to a Template:L. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal Template:Led in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but Template:L do not trigger mechanics' Template:Ls or Template:Ls, so this is purely for aesthetic purposes.
Hospitals
A hospital contains constructed, unassigned Template:Ls and has convenient access to sources of Template:L and Template:L. When a dwarf is injured, the hospital provides a place in which to Template:L (but note that an injured dwarf may claim any unassigned bed, not just one in a hospital). A dwarf resting for a long time in an underground hospital may develop Template:L.
Courtyards
A courtyard is a secure above-ground area, where your dwarfs are safe from Template:Ls and most Template:Ls. Can incorporate Template:Ls, a Template:L, a Template:L, or more.