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Author Topic: path cost  (Read 1006 times)

Lord_Shadow

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path cost
« on: May 01, 2009, 12:14:49 pm »

[PATH_COST:1:2:5:25]
(PATH_COST:<high>:<normal>:<low>:<restricted>).

Alright. Is it possible to toggle path cost to make certain paths impossible for people not carrying items to follow, and those with items to follow to improve efficiency?
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Captain Xenon

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Re: path cost
« Reply #1 on: May 01, 2009, 01:51:03 pm »

nope, at least not in this version.

of course, you can always just lock doors, ect. what are you trying to do?
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Albedo

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Re: path cost
« Reply #2 on: May 01, 2009, 02:43:35 pm »

If a dwarf wants to get from point A to point B, they will take the "cheapest" path.  That's that - if the cheapest is still damn expensive, that's still the cheapest - it's relative, not absolute.  And no distinction between the busy dwarf and the idle dwarf, no "people carrying food have right of way" - the game designers never worked in a restaurant, apparently.

The only way to do this would be to somehow have dedicated hallways directly between stockpiles/workshops, and other hallways that lead to meeting areas/dining room/etc.  If you can count the tiles, and make the path "shortest" to each one separately, with no advantage to using the other hallway, then each would only be used for that purpose.

But that's easier said than done.  :-\
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Lord_Shadow

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Re: path cost
« Reply #3 on: May 01, 2009, 03:29:40 pm »

nope, at least not in this version.

of course, you can always just lock doors, ect. what are you trying to do?

I am attempting to improve efficiency in my fortress. I want to have it to the point, that there will be dedicated hauling paths for items to be traveling and dedicated paths for people to walk to a work shop. I thought the easiest way would be to mess with these numbers. But i guess i can start having fun and see what would happen.
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Albedo

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Re: path cost
« Reply #4 on: May 01, 2009, 03:34:02 pm »

Messing with the numbers works with crowding.  "Is it cheaper to go around this crowd or thru it?"  It's about weighting, which is subtle in a dynamic environment with moving dorfs.

If there's a clear path, even if there are some dwarfs mixed in there, that's a "clear" path, unfortunately. 
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zchris13

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Re: path cost
« Reply #5 on: May 01, 2009, 03:49:32 pm »

Useful for "I'm about to fill this path with magma, please path around it.
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