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Editing 40d:Traffic
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− | + | '''Traffic''' may become an issue once a settlement begins to grow in size. Movement in narrow hallways is slowed by [[dwarves]] moving past each other. | |
− | '''Traffic''' | ||
Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas. | Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas. | ||
− | Vegetation (saplings) will tend to die | + | Vegetation (saplings) will tend to die in outdoor areas with high traffic, quickly exposing bare [[soil]]. This may be desireable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth. |
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==Setting Traffic Areas== | ==Setting Traffic Areas== | ||
− | The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change | + | The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change these values in [[init.txt]]. |
* It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts. | * It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts. | ||
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== Using Traffic Areas to Improve Framerate == | == Using Traffic Areas to Improve Framerate == | ||
− | In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths ("freeways") between the doors can help reduce the pathfinding cost for dwarves who are just passing through. There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts. Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts. As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless. | + | In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths ("freeways") between the doors can help reduce the pathfinding cost for dwarves who are just passing through. There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts. Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts. As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless. A fortress with 100 dwarves can expect to see an FPS improvement on the order of (TBD) by implementing these changes. |
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− | + | [[category:designations]] |