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Author Topic: Fractal Industries  (Read 7286 times)

Lorkhan

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Fractal Industries
« on: June 29, 2011, 04:51:48 am »

Designing the layout of my industries is always hard for me, since everything in my fort has to be aesthetically pleasing. I was wondering if any of you expert designers would be able to post some screenshots of your elaborate layouts please?
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Monk321654

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Re: Fractal Industries
« Reply #1 on: June 29, 2011, 05:54:14 am »

What do you mean by Industries? Workshop and Stockpile Layouts?
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AUTOMATIC

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Re: Fractal Industries
« Reply #2 on: June 29, 2011, 08:24:39 am »

Everything is a 7x7 room.

When I need more space I raze walls between some rooms.

It is aesthetically pleasing, and it is cosmically convenient because rearranging things costs nothing (since every room is the same).

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
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aragaer

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Re: Fractal Industries
« Reply #3 on: June 29, 2011, 08:55:58 am »

Everything is 7x7 room. Or more exactly everything is fit into a 8x8 grid. Each 7x7 room center is exactly 8N 8N away from some fixed point (embark wagon in my case). Tunnels are either 1 tile-wide or 3 tile wide and are going through the center of 7x7 "room".

Living rooms are actually 4 2x3 rooms with 1-tile wide tunnel to reach them. This does fit into 7x7 space nicely.
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ardesh

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Re: Fractal Industries
« Reply #4 on: June 29, 2011, 11:35:14 am »

i usually have a standardized layout for everything

Code: [Select]
#...#############...#####
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#....XXX....#.......#...#
#...#X_X#...#...........#
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the 11x11 squares can be divided into 4 5x5, 7 3x3 and 1 6x3 rooms or 3 3x11 rooms too. Or just used as 11x11 for storage
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Daetrin

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Re: Fractal Industries
« Reply #5 on: June 29, 2011, 01:46:33 pm »

I have a hex based fortress layout that I'm playing with similar to the 7x7 grid above, but using truncated 5x5 squares. It's better suited to vertical fortresses than horizontal ones though.
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BloodBeard

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Re: Fractal Industries
« Reply #6 on: June 29, 2011, 02:22:11 pm »

This is my stone/clothing industry:
Spoiler (click to show/hide)

The z-level above it is gems/leather:
Spoiler (click to show/hide)

And the level above that is wood/bone:
Spoiler (click to show/hide)

The empty rooms are used to help decorate the specific items I want. My food production area follows this design.

thegoatgod_pan

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Re: Fractal Industries
« Reply #7 on: June 29, 2011, 06:57:37 pm »

I use digvein on natural veins of colored stone.  The imperfect shape is usually quite lovely and organic, and the color contrast between the floor and surrounding stone is usually very pleasant as well.
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revara

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Re: Fractal Industries
« Reply #8 on: June 30, 2011, 05:33:15 am »

I currently use this design, (From the Bedroom Design wiki page)


Legend: White/Light Gray = Floor | Dark Gray = Wall | Dark Red = Stairs

This is how it looks ingame (And how I've decorated it)

Spoiler (click to show/hide)

I use the center space for a large meeting hall, the 5x5 rooms are food storages and temporary barracks/dormitories, I also use one of the 5x5 rooms for furniture, seeing as you how you get alot of those. The four 2x2 stair clusters are used for tubes from my bedroom layer to the surface watch towers/barracks.

Hope this helps! ^^

@BloodBeard, what's that in the top left corner on every layer? - I like the uniformity your design shows, it's very clean.
« Last Edit: June 30, 2011, 05:45:27 am by revara »
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Triaxx2

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Re: Fractal Industries
« Reply #9 on: June 30, 2011, 06:38:21 am »

Revara: If you make that center area also a statue garden it'll help with happiness. Mind I've never had a fort last long enough to reach tantrum spiral stage, so it's never been a problem for me. :D I tend toward linear industries though. Bits and pieces in one end, finished pieces out the other, all dumped in a pile above the Depot, which gets dumped every week or so by a repeater that opens and closes the bridge that the floor of the dump is.

Works pretty well when I get the repeater set properly.
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revara

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Re: Fractal Industries
« Reply #10 on: June 30, 2011, 07:06:48 am »

That tip will now come in handy, seeing as how I accidently atomsmashed five recruits while closing the front gate (Three goblin ambushes appeared, and they all made it inside *Shakes fist at screen*)

However, the goblins killed the human caravan that arrived simultaneously first, lots of lovely bronze and copper! (And abit of zinc :c)
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orrey

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Re: Fractal Industries
« Reply #11 on: June 30, 2011, 08:15:02 am »

Here's the pattern i'm using for my current fortress (still pretty early on in it):

Spoiler (click to show/hide)


Outer ring is stockpiles, middle ring meeting areas, inner ring workshops.  Bedrooms are vertical complexes that connect at the hallway intersections.
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BloodBeard

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Re: Fractal Industries
« Reply #12 on: June 30, 2011, 12:52:55 pm »

@BloodBeard, what's that in the top left corner on every layer? - I like the uniformity your design shows, it's very clean.

That's just a multi-level hallway. The stockpiles, workshops and empty space beyond the workshops is all part of one underground building. A dozen near-identical buildings make up my fort with those hallways acting like streets.

I like yours orrey, it looks like a giant snowflake or something. I like circular rooms too but it's hard to make them fit in with square rooms as i'm sure you know.

Stormcloudy

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Re: Fractal Industries
« Reply #13 on: June 30, 2011, 12:55:21 pm »

OH MY GOD, DO YOU HAVE A MACRO FOR THAT LOVELY FORT?

Or at least a picture of it during designation? Looks great, orrey.
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orrey

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Re: Fractal Industries
« Reply #14 on: July 01, 2011, 10:35:00 am »

Sorry, I've never really invested the time to work out macros, but here's the designation -

Spoiler (click to show/hide)


Also, it's not exactly fractal patterns, but I have another fort which used a lot of circular designs and symmetry here: http://mkv25.net/dfma/map-10539-woodbook

The actual industry part is very ordered and efficient, before I started indulging wild architectural fantasies with the rest of the place.
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