Sometimes a direct route to the inside of the 2nd floor helps in building. What I mean is making a ladder right up to the door, centered. Even if they can technically reach through scaffolding. Ladder placement is your friend in most instances. It is a matter of figuring out where to place them in order to get them working again. Some times it can be as simple as placing a direct access via ladder as mentioned, and sometimes not.
At least from what I have seen them build in my RC town.
Beyond creativity for buildings, I actually utilize groupings. Sure it may sound like it is for aesthetics, but really I designate a building for a purpose, most of the time, like my potters place in my current one. That place has both the potter and mason in one building on the first floor with a section off to the side that holds chests full of the materials needed for crafting.
So reasons to build to keep things organized I guess. and certain crafting things close to their respective materials. I make a lot of warehouses. Don’t have one for the potty/mason, but that is because their warehouse is already there inside their building off to the side. Not to mention the second floor is an outside Cafe of sorts on half and bedding on the second half inside.
I plan to have my farming area near a warehouse and another building to have cook. Could combine the two, but the purpose is to have them close to where the resource is. Groups.
I already have my weaver & herbalist near each other with their own warehouse, and have the smith near a place I would like to mine with a equipment storage building next to it.
So basically 2 reasons; Organization, and grouping by proximity. Doesn’t have to be anything fancy, although I kind of get carried away with that…
As for beds I plan to have houses here and there all around town, so they will not have to walk so far for a bed. Sometimes they sleep on the group from exhaustion. Don’t have enough beds I guess, so I always try to have as many beds laid out equal to the head count, in the very least. But the way I do it is to speckle it around the town and various ends of the town.
You might think my town is huge, but really it is not, it is actually pretty somewhat compact I guess I could call it.
As to dining, well I have that dining area on the 2nd floor of my potty/mason, yes… However I do the same with that that I do with the beds. Having a small container that holds food nearby if it is only a single table with chairs, and larger stock at the main dining areas. Although I only have one major and the rest are part of the housing for the most part. I also speckle those smallest container for food around the place here and there so they obviously don’t have to walk far to get food and go to the nearest empty chair.
Funny though that I don’t have enough chairs & tables laid out just yet, just like the beds… work in progress.
However my point is that I build with a somewhat function in mind, with a side of creativity here and there. And using logical sense on grouping and organizing things. Granted everything is mostly centralized, but apart enough to make a difference in efficiency. I have 20 mouths to feed after all, and that is all I will ever have for the time being…
Hope that gives insight on a couple ways to go about building in a pseudo function way.
Storehouse is mainly to keep things indoors, as things don’t usually spawn inside, and that makes thieves more tricky to path to. Not that I have to worry about that since I am at eternal peace with the goblins…
A wall is only truly good if you are not already in an area with one entrance or a funnel. Yes funnel as in where the enemies would go through to get to you, or I guess a choke point. So on plains surrounding yourself with walls can help, but the same can sort of be done with fences at the moment. I have a habit of building on plateaus… So I haven’t much use for walls, but might make something similar for my creative part.
Basically the less walking a hearthling has to do to do their job the quicker they will do it. Well in quite a few instances. So Function with pathing in consideration.