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Editing v0.31:Traffic

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{{av}}{{Quality|Masterwork}}
 
{{av}}{{Quality|Masterwork}}
'''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 for example 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.
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'''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 for example main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can.  If a {{L|job}} requires that they go into a restricted zone, they will.  Other {{L|creature}}s will not recognize your traffic designations, and even {{L|domestic animal}}s or {{L|caravan}}s will follow their own pathing.
  
Traffic designations can't solve all traffic problems. Though, 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|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas.
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Traffic designations can't solve all traffic problems. Though, some issues can be prevented by good {{L|Design strategies|fortress design}}. For example, you might make hallways that are likely to be busy two or more tiles wide, and place {{L|stockpile|stockpiles}} close to relevant {{L|workshop|workshops}}. Other difficulties may be reduced by designating traffic areas.
  
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead [[Tree|sapling]]s or [[shrub]]s and quickly exposing bare [[soil]]. This may be desirable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth.  
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Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead {{L|Tree|sapling}}s or {{L|shrub}}s and quickly exposing bare {{L|soil}}. This may be desirable as {{L|tree}}s block dwarves' and {{L|caravan}}s' paths, but unchecked traffic may trample entire areas of {{L|forest}} regrowth.  
  
 
==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 default values in [[init.txt]], or per-fortress values with {{K|d}}{{K|o}}.
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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 default values in {{L|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.
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* It is often a good idea to set any {{L|water}} source in a {{L|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 as Restricted.
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* Some dwarves get {{L|thought|disturbed}} if they walk through a {{L|butcher's shop}} and see an animal being slaughtered, so you may wish to designate the shop as Restricted.
*Setting restricted traffic areas over undisturbed [[cloth|webs]] is a good way to prevent dwarves from destroying them.  
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*Setting restricted traffic areas over undisturbed {{L|cloth|webs}} is a good way to prevent dwarves from destroying them.  
* If an area occasionally gets [[flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.
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* If an area occasionally gets {{L|flood}}ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.
* Setting High traffic areas along [[road|roads]] outdoors prevents vegetation from being needlessly trampled.
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* Setting High traffic areas along {{L|road|roads}} outdoors prevents vegetation from being needlessly trampled.
* An important use of traffic designations is to restrict movement in the tile where a [[ballista]]'s firing arrow originates.  This will prevent tragic [[siege]] training accidents.  Note that [[Pet|pets]] can and will be killed by firing ballista even if movement is restricted.
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* An important use of traffic designations is to restrict movement in the tile where a {{L|ballista}}'s firing arrow originates.  This will prevent tragic {{L|siege}} training accidents.  Note that {{L|Pet|pets}} can and will be killed by firing ballista even if movement is restricted.
  
Setting Restricted does not forbid a [[dwarf]] from traveling over those squares, but rather makes them willing to walk around them – for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall|walls]].
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Setting Restricted does not forbid a {{L|dwarf}} from traveling over those squares, but rather makes them willing to walk around them – for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider {{L|wall|walls}}.
  
 
==Limitations==
 
==Limitations==
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'''See also:'''
 
'''See also:'''
  
:* [[Path]]
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:* {{L|Path}}
  
  
 
{{Category|Designations}}
 
{{Category|Designations}}

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