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Author Topic: Personal Bedrooms v. Dormitories  (Read 3743 times)

Hans Lemurson

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Re: Personal Bedrooms v. Dormitories
« Reply #15 on: December 25, 2013, 06:14:02 am »

For a hybrid approach that gives each bedroom full quality(but not as deliciously exploitative as full-overlapping), place beds with 1 space between them and set them all to have 3x3 rooms.

Bedrooms don't actually NEED walls (this solves the  vampire issue) and overlapping edges don't cause any value reduction.  A statue placed at the corner of 4 beds will give its full value bonus to all 4 rooms.
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
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And into every face he saw
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Erkki

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Re: Personal Bedrooms v. Dormitories
« Reply #16 on: December 25, 2013, 10:31:18 am »

3x3 or larger rooms of high value for everyone. Every migrant gets inspected before let in(my current fort is at the population cap of >250 already, so its now a non-issue). Cleanowned x and cleanowned scattered commands ran every couple of years for managing all the junk that Dwarves hide in their rooms...
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Tsuchigumo550

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Re: Personal Bedrooms v. Dormitories
« Reply #17 on: December 26, 2013, 11:00:07 am »

Dorms make your life easier, but individual rooms are a must if you're going for an antisocial route to keep tantrum spirals in check.

Never make your dorms into a meeting hall just to have a place for the 30-something migrants to go. Later, those 30-something migrants are going to go batshit when your military fails.
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

shadowclasper

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Re: Personal Bedrooms v. Dormitories
« Reply #18 on: December 26, 2013, 04:54:21 pm »

What I do is have my ghetto.

It's a bunch of 4x4 rooms.

hall way <> Door <> coffer <> bed <> cabinet

ad infinitum.

And just smooth the walls.

I usually have one area for that. No dormitories required. If you build enough of these, it solves all problems. They're super fast to build, easy to do. And you can smooth them all. Dwarves will automatically take residence in them as they migrate in. I do a similar thing with graveyards.

For dwarves more likely to have dangerous weapons I make damn sure they have a very nice room. Same for nobles just to shut them up. I then proceed to make better rooms else where, smooth, engrave, etc.

Usually I have 3x3 for normals.

3x5 for 'dangerous if they start tantruming' anybody with warrior skills, miners, warriors, hunters. People who can do some serious damage if they begin tantruming.

5x5 for nobles just to shut them the fuck up. With growing sizes over time.
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wierd

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Re: Personal Bedrooms v. Dormitories
« Reply #19 on: December 26, 2013, 05:38:21 pm »

I usually just give them 1x4 tube rooms, and call it good. I can stuff huge numbers of these in a packed hallway like configuration, and control pathing with interspersed staircases by blocking the hallways every so many doors down. (Forces the pathfinding ai to use the staircases, and keeps dwarves that don't live in the segment from jamming that part of the hallway.)

Tube rooms contain a bed, a chest, and some floorspace then the door itself. (I make the room before placing the door, so the door gets included in the furnishings. Seeing a "lovely owned door" is a nice happy thought you can get for free doing that.)
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Tsuchigumo550

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Re: Personal Bedrooms v. Dormitories
« Reply #20 on: December 26, 2013, 08:16:24 pm »

I do that a lot when I think about fort layout before starting, but I generally use cabinets. I wonder if there's a difference between storage items?
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

wierd

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Re: Personal Bedrooms v. Dormitories
« Reply #21 on: December 26, 2013, 08:51:43 pm »

There is.

A cabinet holds clothing items (BAD!), where a chest holds "possession type items" (possibly good). Eg, a chest holds thing like gold coins, amulets, bracelets, etc.

In the current incarnation of the game the economy is turned off/commented out/not compiled in/whatever, so the chest basically just improves the value of the room for the most part.
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Erkki

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Re: Personal Bedrooms v. Dormitories
« Reply #22 on: December 27, 2013, 06:51:52 am »

I guess this is slightly OT already but heres one of the 3 similar living floors of mine. The ramp spiral and combined food/drink storage and legendary dining hall in the middle, living areas sprouting outside. Aesthetically pleasing and all that.

Spoiler: Within the spoiler (click to show/hide)
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Urist Mc Dwarf

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Re: Personal Bedrooms v. Dormitories
« Reply #23 on: December 27, 2013, 09:59:37 am »

I do rooms of varying sizes linked to each one with no doors.

BoredVirulence

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Re: Personal Bedrooms v. Dormitories
« Reply #24 on: December 27, 2013, 01:08:15 pm »

I prefer personal bedrooms. I like to design my fortress for happiness, security, and for when the economy gets kicked in later. So I have a number of designs I'm ready to employ for variable residents, but for the time being only use my middle class and noble housing. Noble housing changes often, I have yet to settle on a design I like.

My middle class housing is a 3x3 unit, complete with a bed, cabinet, and chest.

Spoiler (click to show/hide)
This design tiles well, although it takes up a lot of room, and isn't optimized. Most of the doors are optional, but I can lock down any section with ease.

... I've placed 2400 doors so far in my Fort, a decision I have not regretted. Yet.

Someone dies in their sleep, gets reanimated, and is no longer in their bedroom? Lock-down the corridor. Worst case, sacrifice 9 lives rather than the whole fort. Hopefully the legendary dining hall and masterwork roasts can keep the populace happy enough to curtail a tantrum spiral. Average case, few dwarves are in the area, most of those that are are in their room which I can lock to keep them safe, losing maybe 2 out of 9.

Of course there is debate about how useful the containers are. They aren't, but I typically include them for the idea of it.
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PABadger

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Re: Personal Bedrooms v. Dormitories
« Reply #25 on: December 27, 2013, 02:08:51 pm »

So far my only problem with bedrooms has been getting behind on digging them out, but now that I'm working with population caps, I hope that will solve the problem.
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Koremu

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Re: Personal Bedrooms v. Dormitories
« Reply #26 on: December 27, 2013, 04:40:15 pm »

Why does everyone build huge bedroom levels like these rather than burrowing workers into areas that contain their personal bedroom/workshop/supplies?

Surely sealing industrial areas off from each other as much as possible cuts down on the pathing and the socialising?
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It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

Tsuchigumo550

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Re: Personal Bedrooms v. Dormitories
« Reply #27 on: December 27, 2013, 05:46:29 pm »

I'm considering building a "hive" design.

Each dwarf has housing and an area based around their job- a cook/farmer would have a house connected to the farm or a completely seperate farm, a kitchen, and possibly a seed/food stockpile.

The center of the Hive is the Dining Hall. Beside this are things such as the Barracks, legendary Tombs, noble rooms, and surface access for traders/the Depot. 3-tile wide hallways splay out from the Dining Hall, connecting similar industries. Each dwarf of common status has a 2x3 room, a workshop, and any other related goods.

What I'm aiming for is a hive, but with modularity. I need a design for every job type, which may become problematic.

---

I am really interested in building a sort of "hive" now. Aboveground industry and noise are the only real problems.
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Koremu

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Re: Personal Bedrooms v. Dormitories
« Reply #28 on: December 27, 2013, 07:17:24 pm »

I'm considering building a "hive" design.

Each dwarf has housing and an area based around their job- a cook/farmer would have a house connected to the farm or a completely seperate farm, a kitchen, and possibly a seed/food stockpile.

The center of the Hive is the Dining Hall. Beside this are things such as the Barracks, legendary Tombs, noble rooms, and surface access for traders/the Depot. 3-tile wide hallways splay out from the Dining Hall, connecting similar industries. Each dwarf of common status has a 2x3 room, a workshop, and any other related goods.

What I'm aiming for is a hive, but with modularity. I need a design for every job type, which may become problematic.

---

I am really interested in building a sort of "hive" now. Aboveground industry and noise are the only real problems.

I recommend going further and having dining areas in each industrial zone. As far as possible I (before I took a hiatus) tried to keep the individuals involved in specific crafts completely segregated.

The easiest, I found, were Farmers and the industries branching off from them. Generally I permitted Brewers & Farmers to share space, with only haulers moving goods outside the burrow and bringing finished items back.

Having a caste of dedicated haulers is necessary when taking this option, although it should be possible to develop automated networks of Minecarts to replace them in the long run.
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It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

Larix

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Re: Personal Bedrooms v. Dormitories
« Reply #29 on: December 28, 2013, 12:23:03 pm »

I just tried it out, and personalised dormitories can give very valuable rooms very cheaply. I slammed 24 beds into a fairly large clay room and simply expanded every bed's room to include the entire area, which also holds a well. That already gave 24 'modest' bedrooms. I added two electrum statues, one fine and one superior, and all rooms are now 'fine quarters', good enough for a baron or mayor. That's two statues for twenty-four rooms, they're shared by them all.
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