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Author Topic: Rooms  (Read 837 times)

feorh

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Rooms
« on: January 12, 2023, 11:33:14 pm »

I've been watching some tutorial and just DF stories and I noticed one thing: most forts have rooms.
Most workshops and halls etc. have separate rooms with door/doors.
Is there a mechanic that encourages this behavior or it's simply an aesthetic choice?
My forts are usually big open areas that mash workshop floors or combo dining halls with temples and so on.
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Thorfinn

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Re: Rooms
« Reply #1 on: January 13, 2023, 12:03:31 am »

Rooms are nice to be able to close off mooding dwarves who are missing some ingredient. I'm not aware of any other reason.

Might want to avoid multi-use rooms, as it impacts the value of those rooms. While the zones can overlap, when figuring room quality, the stuff is not double-counted.
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crazyabe

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Re: Rooms
« Reply #2 on: January 13, 2023, 12:11:24 am »

Might want to avoid multi-use rooms, as it impacts the value of those rooms. While the zones can overlap, when figuring room quality, the stuff is not double-counted.
eh depends on how many zones you're stacking, 2 zones? that's a bit of a waste, because the value of every tile is roughly halved even if it's just ONE tile overlapping, 32 different temples? that's just efficient because the value is only halved once total.
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feorh

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Re: Rooms
« Reply #3 on: January 13, 2023, 04:29:52 am »

Might want to avoid multi-use rooms, as it impacts the value of those rooms. While the zones can overlap, when figuring room quality, the stuff is not double-counted.
eh depends on how many zones you're stacking, 2 zones? that's a bit of a waste, because the value of every tile is roughly halved even if it's just ONE tile overlapping, 32 different temples? that's just efficient because the value is only halved once total.

They don't overlap.
E.g. in one big hall I have a prison ward: sherif's office, his dining hall and 3 cells. They don't overlap but there're no walls/doors between them.
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Saiko Kila

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Re: Rooms
« Reply #4 on: January 13, 2023, 12:06:05 pm »

Original reason I do rooms for everything is the possibility of failed moods, and also invasions (it's easier to defend against some thief or a siege if there are choke-points, also doors taken by thieves are a good indicator of their activity).

However, there is also a behaviour with pathing, where if they have different routes, they can bump one into another and take a detour, which takes more time. Sometimes much more, because they do it repeatedly, which is painful to watch, like a slapstick comedy. Haven't studied that in the 0.50 version yet, but since I have rooms, with single entry point to the room or a group of them, then even if it could happen in theory it is prevented from happening in practice.

But ability to seal off a part of the fortress from invaders or contamination is a main reason I do it now.
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Thorfinn

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Re: Rooms
« Reply #5 on: January 13, 2023, 01:25:27 pm »

Might want to avoid multi-use rooms, as it impacts the value of those rooms. While the zones can overlap, when figuring room quality, the stuff is not double-counted.
eh depends on how many zones you're stacking, 2 zones? that's a bit of a waste, because the value of every tile is roughly halved even if it's just ONE tile overlapping, 32 different temples? that's just efficient because the value is only halved once total.

They don't overlap.
E.g. in one big hall I have a prison ward: sherif's office, his dining hall and 3 cells. They don't overlap but there're no walls/doors between them.
Oh. Well, you lose the ability to engrave walls, obviously. If you can get the dining hall good enough without engraving, I don't know of any difference.

I got very inconsistent results from leaving stub walls to prevent dwarves from passing through workshops. Take the case of a basic "cross" floor layout, with 3 workshops against a wall, then a 3-wide stockpile fronting them, then a 3-wide hallway in front of that. Adding a stub wall to prevent taking a shortcut through the workshop usually resulted in greater efficiency in terms of total goods produced per day. Extending the stub wall to path around the stockpile did not, and usually, but not always, resulted in fewer goods produced per day. I did not identify any particular event that was different. My working hypothesis is that if the crafter happened to be retrieving materials and bumped into a hauler, you lost a tick or two, but I never actually saw it happen.

I'm pretty sure that was .43.05, based on a quick search of forum topics I know I was posting around that time, though I did not find the specific one I was looking for.
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feorh

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Re: Rooms
« Reply #6 on: January 13, 2023, 02:33:13 pm »

seal off
Yeah, I see that this is a very sound point.

What I was also not sure about - is there a "noise" stat or condition?
Like dwarves are having bad mood because of the clanking.

My main problem now is not being able to keep my dwarves not grumpy.
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Telgin

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Re: Rooms
« Reply #7 on: January 13, 2023, 03:06:19 pm »

There is a noise mechanic, but it looks like it doesn't really matter much and walls don't help: https://dwarffortresswiki.org/index.php/Noise

For me walls and rooms are mostly for aesthetics.
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Thorfinn

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Re: Rooms
« Reply #8 on: January 13, 2023, 03:12:05 pm »

Are you seeing that somewhere? "Urist McUrist is grumpy because of all the infernal chain clanking." They do (or did) get grumpy from smoothing and engraving too close to their bedrooms, but my guess is you just aren't meeting enough of their preferences.

It would be nice if the dwarves would always take a favorite meal or booze if it's available in the same stockpile, but it looks like that's not the case yet. In the past, I've had to resort to putting a barrel of his favorite food and drink on a stockpile in his own room (with attached personal dining room) and lock him in until he eats a favored meal. Swap out his furniture for preferred materials, etc.
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Alyfox

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Re: Rooms
« Reply #9 on: January 14, 2023, 08:38:58 pm »

For me, its a mix of aesthetics and being able to close away mooding dwarves who cant get what they need. I am not sure if this has changed, but at some point some dwarves might get upset at butcher shops full of stuff, so hiding that away wasnt a bad idea either; if it has changed.. ah well, I still do it, heh.

I like to section everything off once I start expanding outside of my original little starter-hole. I usually have ambitious plans to set up industry burrows and farming burrows and stuff, but rarely ever actually get that done :\
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Thorfinn

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Re: Rooms
« Reply #10 on: January 14, 2023, 10:34:05 pm »

For me, its a mix of aesthetics and being able to close away mooding dwarves who cant get what they need. I am not sure if this has changed, but at some point some dwarves might get upset at butcher shops full of stuff, so hiding that away wasnt a bad idea either; if it has changed.. ah well, I still do it, heh.

I like to section everything off once I start expanding outside of my original little starter-hole. I usually have ambitious plans to set up industry burrows and farming burrows and stuff, but rarely ever actually get that done :\
Good point. It's nice to be able to close off anything that can generate miasma. Forgot about that.
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Salmeuk

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Re: Rooms
« Reply #11 on: January 15, 2023, 12:54:16 am »

very little of what goes into most fortress layouts is 'necessary', instead being something closer to roleplay or aesthetic framing. I imagine the most efficient layout would be a large spherical hollow, with each part of the fortress equidistant to the center point.

That being said, things get very confusing when you only have a few large rooms filled with scattered workshops and stockpiles. The manager will keep you afloat for a long time without any physical organization but the screenclutter will burn your eyesockets


early fortresses quickly outgrow small, dedicated rooms, so I find it easier to dig a few spacious rooms and specialize as needed.

multi z level rooms are awesome but not properly implemented, as in you cannot account for value in the z-levels above the designated room zone.

I wish people were more creative in their fortress layouts - there are a lot of undiscovered configurations that are most pleasing to the eye
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caveman98

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Re: Rooms
« Reply #12 on: January 15, 2023, 10:37:30 am »

Doors can contain accidental flooding.
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Shonai_Dweller

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Re: Rooms
« Reply #13 on: January 15, 2023, 05:33:49 pm »

Doors can contain accidental flooding.
And miasma when silly dwarves leave cheese lying around their rooms.
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martinuzz

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Re: Rooms
« Reply #14 on: January 17, 2023, 10:47:23 am »

Miasma can also be contained by diagonal access.
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