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Editing 40d:Path

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The term '''Path''', or '''Pathing''', is used in Fortress Mode to refer to the game process of determining how and where dwarves and other creatures will get from one place to another, to fulfill their various personal tasks and priorities.  The game code attempts to send them on the shortest, quickest route possible, their "path". This may change with every step, and in fact the game checks and rechecks each creature's path many, many times as they proceed.  If a dwarf needs to move down a hall, they "path" down that hall.  If some other dwarves are coming the other way, each one paths to avoid the other if possible.  If the hall is too crowded, a dwarf might decide it's faster (at that moment) to path down a different hall, and take a longer way around.  If a large hall is very crowded, each creature in that hall constantly changes their pathing as the others do as well.  An animal or dwarf may choose to path next to a magma pipe, with unfortunate results.
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The term '''Path''', or '''Pathing''', is used in Fortress Mode to refer to the game process of determining how and where dwarves and other creatures will get from one place to another, to fulfill their various personal tasks and priorities.  The game code attempts to send them on the shortest, quickest route possible, their "path". This may change with every step, and in fact the game checks and rechecks each creature's path many, many times as they proceed.  If a dwarf needs to move down a hall, they "path" down that hall.  If some other dwarves are coming the other way, each one paths to avoid the other if possible.  If the hall is too crowded, a dwarf might decide its faster (at that moment) to path down a different hall, and take a longer way around.  If a large hall is very crowded, each creature in that hall constantly changes their pathing as the others do as well.  An animal or dwarf may choose to path next to a magma pipe, with unfortunate results.
  
Pathing has a serious effect on [[Maximizing framerate|'''framerate''']], or "frames per second" (fps), the speed at which the game advances. The more creatures on the map, the more units that need to figure out how to they'll move around, the slower the framerate goes (though this may not be noticeable or a concern on more powerful computers).
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Pathing has a serious affect on [[Maximizing framerate|'''framerate''']], or "frames per second" (fps), the speed at which the game advances. The more creatures on the map, the more units that need to figure out how to they'll move around, the slower the framerate goes (though this may not be noticeable or a concern on more powerful computers).
  
 
Liquids in motion ([[water]] or [[magma]]) also path, and although their rules for movement may seem more simple ("go downstream"), a body of liquid has a huge number of "individuals", different tiles that each do their own pathing to more accurately simulate the properties of that liquid as it flows and spreads.  A pool that is being filled or has been partially drained suddenly has lower- and higher-level tiles that begin to path among each other, unless or until that pool refills to its full maximum depth of 7/7.  Waterfalls, especially, are known to hurt framerate.  (If an underground river has a waterfall, as many do, fps has been observed to drop from the moment that river is first discovered and the waterfall exposed - more than if an identical river without the waterfall is discovered.  Similarly when artificial waterfalls are first activated.)   
 
Liquids in motion ([[water]] or [[magma]]) also path, and although their rules for movement may seem more simple ("go downstream"), a body of liquid has a huge number of "individuals", different tiles that each do their own pathing to more accurately simulate the properties of that liquid as it flows and spreads.  A pool that is being filled or has been partially drained suddenly has lower- and higher-level tiles that begin to path among each other, unless or until that pool refills to its full maximum depth of 7/7.  Waterfalls, especially, are known to hurt framerate.  (If an underground river has a waterfall, as many do, fps has been observed to drop from the moment that river is first discovered and the waterfall exposed - more than if an identical river without the waterfall is discovered.  Similarly when artificial waterfalls are first activated.)   
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==One-way paths==
 
==One-way paths==
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''' [[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. See [[One-way]] for more details.
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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''' [[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.
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See [[One-way]]

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