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Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of overlapping bedrooms in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. To this end, a number of solutions, some surprisingly elegant, have been produced. The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.
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For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of overlapping bedrooms in a single large, carved-out area. The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal dormitory. The smallest bedroom design possible is a corridor with notched spaces for beds. Hatches can be used between the individual bedrooms as vertical doors. This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing furniture.
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For small forts, effective scouting could be as simple as tying a war dog (or even a donkey) up near the entrance of your fort. In the event of an ambush the animal will spot the attackers (shortly before dying). If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc. Walls are, by far and away, the single most powerful tool you have to combat enemies. Walls are currently invincible against any known force but the mighty dwarven pick.
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The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. If it is 2×2, 3×3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at. To create a bedroom, you must first craft a bed in a carpenter's workshop, then build it. Dwarves will not sleep in beds which have been produced in a workshop until they are placed via the build menu.
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Digging ditches/moats, then removing the ramps can also be useful as a faster method of creating impassable terrain for non-fliers, which have the added advantage of allowing marksdwarves to shoot over them. Easier still is just using the "natural walls" of a hill, and removing all the ramps on one side or the other of the hill while building walls between the gaps. Either carve or build unclimbable fortifications, or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to climb.
Highlight a full square with a horizontal shift+move then a vertical. Then unmark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds. The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation.
A few crops can be planted underground, but others need to have access to the sky. As you get more comfortable with work orders, there’s a lot of customization that can happen here including creating standing orders and setting conditions for when the tasks are done. There will be a clipboard icon in the upper right that will add new orders. In this menu, you can search for what you need, or pick a workshop and then select tasks from a list of what they do.

Dwarves will sleep in beds that are built, but will not claim them until they are properly designated as a bedroom. To turn a bed into a bedroom, you must query the bed, make a bedroom out of it, and set it to the desired size. You can upgrade the standards of dwarf bedrooms in a number of ways.

You should start building even at the beginning stages of the game to properly develop in the game. The bedroom in Dwarf Fortress is one of the primary rooms you can build in this game. To get the door and bed, you’ll need to place down a Carpenter’s Workshop first. They are very cheap to build and you will have the resources in abundance when you start the game.
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This can buy you some time while your dwarves prepare their defenses. There’s a lot to keep track of while you’re trying to keep your fortress functioning. If you’ve got a hill near your starting location, you can dig straight into it to start your fortress.
However, some nobles can get very particular, and their rooms need to be bigger to meet all their requirements. Communal dormitories are more appealing in .34 due to the presence of vampires among fortress populations, as it increases the likelihood of the offending bloodsucker being caught. If unhappy thoughts are a concern, individual spaces around the beds may be assigned as bedrooms instead (and optionally, furniture built on those spaces). Additionally the rooms made this way can be used even after the economy activates since it is very easy to increase or decrease their value. Undoubtedly, the soft bed is the most important part of any bedroom. In Dwarf Fortress, you should start building the bedroom by building a bed.
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