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Editing 40d:Traffic
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− | + | '''Traffic''' may become an issue once a settlement begins to grow in size. Movement in narrow hallways is slowed by [[dwarves]] moving past each other. | |
− | '''Traffic''' | ||
Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas. | Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas. | ||
− | Vegetation (saplings) will tend to die | + | Vegetation (saplings) will tend to die in outdoor areas with high traffic, quickly exposing bare [[soil]]. This may be desireable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth. |
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==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 {{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 these values in [[init.txt]]. |
* 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. | ||
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Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging. In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a [[moat]] or wall is completed. In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it. This prevents him from standing on that tile while building/digging. When the job is finished, the suspended wall may be canceled. | Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging. In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a [[moat]] or wall is completed. In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it. This prevents him from standing on that tile while building/digging. When the job is finished, the suspended wall may be canceled. | ||
− | + | [[category:designations]] | |
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