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− | [[File: | + | [[File:four_way_traffic.png|thumb|164px|right|Four directions with different traffic. ASCII mode.]]'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible; using these designations, you can force them to take a different route. This way you can set up main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can. If a [[job]] requires that they go into a restricted zone, they will. Other [[creature]]s will not recognize your traffic designations, and even [[domestic animal]]s or [[caravan]]s will follow their own pathing. |
Traffic designations can't solve all traffic problems. However, some issues can be prevented by good [[Design strategies|fortress design]]. For example, you might make hallways that are likely to be busy two or more tiles wide, and place [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by designating traffic areas. | Traffic designations can't solve all traffic problems. However, some issues can be prevented by good [[Design strategies|fortress design]]. For example, you might make hallways that are likely to be busy two or more tiles wide, and place [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by designating traffic areas. | ||
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==Setting Traffic Areas== | ==Setting Traffic Areas== | ||
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− | * It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area | + | 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. Costs per tile for the pathfinding AI set for traffic levels are as follows: <span style="color:#4b9d4b">'''high'''</span> costs 1 point, <span style="color:#555555">'''normal'''</span> (default, undesignated) costs 2, <span style="color:#959529">'''low'''</span> costs 5, and <span style="color:#bd2828">'''restricted'''</span> costs 25. You can change the default PATH_COST values in [[d_init.txt]], or per-fortress values with {{K|d}}{{K|o}}. |
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+ | * 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. | ||
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop or a band around it as Restricted. | * Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop or a band around it as Restricted. | ||
* Setting Restricted traffic areas over undisturbed [[cloth|webs]] or saplings is a good way to prevent dwarves from destroying them. | * Setting Restricted traffic areas over undisturbed [[cloth|webs]] or saplings is a good way to prevent dwarves from destroying them. | ||
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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 | + | 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. Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress. |
==See also== | ==See also== |