Heyas,
I'm interested to see what ideas people have to make use of the z-axis inside their fortress to create greater efficiency (RATHER than to create monstrous projects where the fortress resembles a sphinx, or a complete working model of the human digestive system, etc etc!). I posted a workshop/storage/bedroom idea here, and I've reposted it below and modified it to show the access levels in between.
Original (edited) post:
Toady posted that dwarves don't sleep well within 4 squares of a workshop. I don't know if that workshop had to actually be in use for it to disturb dwarves, but I think this info will be crucial when people design bedrooms in 3D (as I would like to have dwarves sleep above their workshops, and a sweet design would be to have a mezzanine level or loft in the workshop!).
Gonna give this loft design a go. This is the plan if workshops only disturb sleep when in use and I've assigned this workshop to it's inhabitant.
code:
Lvl -2 Lvl -1 Lvl 0 Lvl +1 Lvl +2
### ### #.# ### ### #.# ###
#@##### #!# #.# #!##### #!###.# #!#####
#....># ### #^# #====^# # $^# # $<#
#.xxx.# ### #=====# # $$# # $$+#
#.xxx.# #=====# # # # $C.#
#.xxx.# #=====# # # # $TD#
#.....# #=====# # # # $BD#
####### ####### ####### #######
# wall
. floor
+ door
x workshop
= stockpile/storage
> stairs up
< stairs down
^ Stairs up/down
$ glass window
@ grate (see conveyor idea below)
! schute (see conveyor idea below)
B bed
T table
C chair
D dresser/drawers
empty space = empty space
I am thinking my common plan is to have workshops on one level, material and goods storage directly above that level, and bedrooms above that. Food Prep workshops (kitchens, brewery), storage and bedrooms would all be the same so ppl can take food back to their rooms through the interconnecting passages on Lvl +1.
I'm thinking that it would be wise if I put one complete floor between floors so that if I need to make channels for any reason I can. I'm still not sure what the best order is for anything, but the 3D version will certainly mean dwarves will be spending far less travel time to get anywhere!
Later idea:
The later idea I posted was a conveyor belt solution. It depends on water flows being able to reliably push materials around. This is a diagram.
code:
Level G#############+++++++####
watersource|==========!#
########################
Level J
###
#@#####
#....>#
#.XXX.#
#.XXX.#
#.XXX.#
#.....#
#######
Here:
# rock
+ door
| floodgate
= stockpile
! beginning of chute to below
X workshop
@ grate
> stairs up
So, to begin with the doors are open and the floodgate is closed. Dwarves store the materials (let's say, wood) in the stockpile. When it's full, a lever is pulled to close the doors. Another lever is pulled to open the floodgate, the water pushes the wood along the hallway, down the hole and into the storage room far below the surface (travelling through the chutes shown with ! on levels +2 through to -1 in the top most diagram). It is stopped by the grate and the water falls into a sewer below. The carpenter can then go and grab the wood and use it in his workshop deep in the fortress.
I'd like use this idea with the access tunnels and hallways I'd have between my workshops, storage and bedroom levels. With some smart engineering, you could even make a grid of conveyor hallways on this level so that one hallway may transport more than one type of material to more than one storage way, all with the right combination of floodgates and switches (like stop and go lights).
Do you have any space- and time-efficient models you are tossing around in your head that you plan on trying out in the next release??
[ October 25, 2007: Message edited by: Faces of Mu ]