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R : floor - Restricted traffic
 
R : floor - Restricted traffic
 
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If this fragment is set up between a closed cave and outside, dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from the dwarf's original location and destination. Since A* is "best-first", i.e. strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (This seems more efficient if creatures more often need to path from open space ''into'' a dead-end or maze than vice versa, or the destination is cut off from open space more often than the creature.)
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If this fragment is set up between a closed cave and outside, dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from the dwarf's original location and destination. Since A* is "best-first", i.e. strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (This seems more efficient if creatures more often need to path from open space ''into'' a dead-end or maze than vice versa, or the destination is cut off from open space more often than the creature)
 
 
 
This isn't foolproof (e.g. pets ignore traffic designations and dorfs don't path ''through'' it from end to end when picking up something ''within'' it), or even too useful in itself (you need alternate paths to be very close - enough that the immediate traffic cost matters much more than difference in distance), but it does allow to e.g. make assumptions as to whether a dwarf arrives or leaves for [[pressure plate]] automation purpose, without forcing path retries (and attendant CPU load) inherent in "suddenly closed door"/"suddenly opened hatch" technique (even if you need a strict one-way, these methods can be combined, to make path retry an exception rather than rule).
 
This isn't foolproof (e.g. pets ignore traffic designations and dorfs don't path ''through'' it from end to end when picking up something ''within'' it), or even too useful in itself (you need alternate paths to be very close - enough that the immediate traffic cost matters much more than difference in distance), but it does allow to e.g. make assumptions as to whether a dwarf arrives or leaves for [[pressure plate]] automation purpose, without forcing path retries (and attendant CPU load) inherent in "suddenly closed door"/"suddenly opened hatch" technique (even if you need a strict one-way, these methods can be combined, to make path retry an exception rather than rule).
 
 
The longer the space between entrance and exit (left and right in the diagram) of the two one-way-floors, the more likely dwarves will stick to the desired side even obstacles like animals and dwarves are in their way. Of course, there will be fewer actual collisions than predicted if everyone moves in the same direction.
 
The longer the space between entrance and exit (left and right in the diagram) of the two one-way-floors, the more likely dwarves will stick to the desired side even obstacles like animals and dwarves are in their way. Of course, there will be fewer actual collisions than predicted if everyone moves in the same direction.
  
'''Warning:''' Using Restricted traffic on floors dwarves have to pass like the entrance of a fortress - leads to high pathing costs (and thus potentially FPS drop) because of searching for alternative routes!{{verify}}
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'''Warning:''' Using Restricted traffic on floors dwarves have to pass - like the entrance of a fortress - leads to high pathing costs (and thus potentially FPS drop) because of searching for alternative routes!{{verify}}
  
 
If you want to use this, keep those (path-through) restricted areas as small as possible. On the other side, the higher the restricted costs, the more likely dwarves stick to the correct site. The same is true for longer tunnels. And the longer the tunnel, the less additional pathing will be done. If the tunnel is at least as long as the costs of the restricted area, you don't have to bother additional costs. So, this should only be used for long tunnels. Never use it to control traffic inside your fort between rooms unless you restrict most of your fort's area!
 
If you want to use this, keep those (path-through) restricted areas as small as possible. On the other side, the higher the restricted costs, the more likely dwarves stick to the correct site. The same is true for longer tunnels. And the longer the tunnel, the less additional pathing will be done. If the tunnel is at least as long as the costs of the restricted area, you don't have to bother additional costs. So, this should only be used for long tunnels. Never use it to control traffic inside your fort between rooms unless you restrict most of your fort's area!

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