v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Traffic
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 10: | Line 10: | ||
[[File:traffic_v50_preview.png|thumb|180px|right|Four types of traffic designations in a 4-way junction.]]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}}. | [[File:traffic_v50_preview.png|thumb|180px|right|Four types of traffic designations in a 4-way junction.]]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}}. | ||
− | * 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. |
* 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. |