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Editing 40d:One-way
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<!--Thanks and credit to VengefulDonut for this, at least for making it better known! | <!--Thanks and credit to VengefulDonut for this, at least for making it better known! | ||
http://mkv25.net/dfma/movie-1422-one-waypassageexample | http://mkv25.net/dfma/movie-1422-one-waypassageexample | ||
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− | + | Currently{{version|0.28.181.40d}}, due to what seems to be a minor bug rather than a feature, it's not only possible but quite easy to create '''one-way gates''' with [[ramp]]s - and with those, one-way halls, [[stair]]s, and any other restricted [[path]] you can create from one controlled access point to another. | |
The set-up has only a few requirements: | The set-up has only a few requirements: | ||
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Lack of the first would allow any dwarf to wander in and go where they want from the "leak". Having only 1 gate at one end would, again, allow a counter-directional leak at the far end. | Lack of the first would allow any dwarf to wander in and go where they want from the "leak". Having only 1 gate at one end would, again, allow a counter-directional leak at the far end. | ||
− | :'' (If the route has nothing to cause dwarves to seek a [[job]] or [[path]] there, such as a long empty hallway from one area to another, that last may not be a problem since they cannot exit the far end and so have no (good) reason to ever enter. You could still send military in if you had reason to, but tantruming | + | :'' (If the route has nothing to cause dwarves to seek a [[job]] or [[path]] there, such as a long empty hallway from one area to another, that last may not be a problem since they cannot exit the far end and so have no (good) reason to ever enter. You could still send military in if you had reason to, but tantruming dwarfs or other creatures could as well. Your own tame animals could also wander as they please in such a setup, unless restricted by pet-locked [[door]]s or [[hatch]]es.)'' |
− | Basically, the trick is that when you build a ramp under a constructed floor ''(not a natural floor!)'', and then remove that floor, the game fails to recognize that as a ''down''-ramp but still sees it as an ''up''-ramp, and so only the "up" half of its path is recognized. Since neither the game nor your | + | Basically, the trick is that when you build a ramp under a constructed floor ''(not a natural floor!)'', and then remove that floor, the game fails to recognize that as a ''down''-ramp but still sees it as an ''up''-ramp, and so only the "up" half of its path is recognized. Since neither the game nor your dwarfs can see or find a down-path, they only have one way off the upper level - ''one way.'' |
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*1) Build a wall ({{k|b}}, {{k|C}}, {{k|w}}). This can be 1 tile or many more than 1, but the gain in z-levels is necessary. | *1) Build a wall ({{k|b}}, {{k|C}}, {{k|w}}). This can be 1 tile or many more than 1, but the gain in z-levels is necessary. | ||
− | side view: | + | side view: ___■___<br /> |
− | top view: | + | top view: '''O''' (single wall)<br /> |
− | z+1: + | + | z+1: + (single wall-top) |
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<--'' traffic flow'' <--<br /> | <--'' traffic flow'' <--<br /> | ||
− | side view: __/ | + | side view: __/■___<br /> |
− | top view: | + | top view: ▲'''O''' (up slope & single wall)<br /> |
− | z+1: ▼+ | + | z+1: ▼+ (down slope & single wall-top) |
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<-- ''traffic flow'' <--<br /> | <-- ''traffic flow'' <--<br /> | ||
_ | _ | ||
− | side view: __/ | + | side view: __/■___<br /> |
− | top view: | + | top view: ▲'''O''' (up slope & single wall)<br /> |
− | z+1: ▼++ | + | z+1: ▼++ (down slope, single wall-top and constructed floor) |
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<-- ''traffic flow'' <--<br /> | <-- ''traffic flow'' <--<br /> | ||
_ | _ | ||
− | side view: __/ | + | side view: __/■\__<br /> |
− | top view: | + | top view: ▲'''O'''▲ (up slope, single wall, 2nd up slope)<br /> |
− | z+1: ▼++ | + | z+1: ▼++ (down slope, single wall-top and constructed floor) |
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<-- ''traffic flow'' <--<br /> | <-- ''traffic flow'' <--<br /> | ||
.. | .. | ||
− | side view: __/ | + | side view: __/■\__<br /> |
− | top view: | + | top view: ▲'''O'''▲ (up slope, single wall, 2nd up slope)<br /> |
− | z+1: ▼+ | + | z+1: ▼+ (down slope, single wall-top...and ''no'' down slope!) |
''Success!'' | ''Success!'' | ||
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The video demonstrates that one-way passage breaks are considered connected (at least some of the time). This means if you are not careful building these, it could be dangerous for your processing speed. Dwarves repeatedly trying to path to an unreachable area could be a huge setback! | The video demonstrates that one-way passage breaks are considered connected (at least some of the time). This means if you are not careful building these, it could be dangerous for your processing speed. Dwarves repeatedly trying to path to an unreachable area could be a huge setback! | ||
+ | Having used two of these in one fort (one going in each direction) and locking down one of them I did discover how Dwarf Fortress reacts: | ||
+ | |||
+ | Quite calmly. A dwarf needing to travel in the opposite direction ''will'' go "against the flow" after a minute of hesitation. There was no apparent game slowdown due to pathing lag, but it did take the dwarf a minute to figure out that he could, indeed, travel the "wrong" way. Possible reason why it doesn't cause lag is because there was a longer, valid path still available. --[[User:Draco18s|Draco18s]] 20:28, 18 March 2010 (UTC) | ||
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