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Author Topic: Bring back "tightly shut" doors  (Read 1056 times)

Kiloku

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Bring back "tightly shut" doors
« on: February 06, 2023, 10:12:10 am »

Cats (and a few other animals) wander into the caverns and end up dying to crundles, troglodytes and other monsters. I know that it caused performance issues, but it's too useful a tool to keep out of the game. Hopefully there's a way to reimplement it without the issues instead of keeping it removed forever.
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Bumber

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Re: Bring back "tightly shut" doors
« Reply #1 on: February 07, 2023, 05:22:06 am »

You can restrict animals to pastures. Too bad zones can't span multiple z-levels.

The other problem with tightly shut doors is that animals could still follow dwarves through and get trapped on the other side.
« Last Edit: February 07, 2023, 05:23:49 am by Bumber »
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Putnam

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Re: Bring back "tightly shut" doors
« Reply #2 on: February 07, 2023, 03:54:27 pm »

"It caused performance issues" is an understatement. The entire reputation of FPS death as an inevitable thing that always happens that people were constantly catastrophizing about was something that was entirely the fault of tightly closed doors.

Bumber

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Re: Bring back "tightly shut" doors
« Reply #3 on: February 07, 2023, 06:17:54 pm »

"It caused performance issues" is an understatement. The entire reputation of FPS death as an inevitable thing that always happens that people were constantly catastrophizing about was something that was entirely the fault of tightly closed doors.

Kind of an overstatement, since many people never used it. There's units (and unforbidden teeth?) stuck in trees. Units attempting to path to a fire FB, etc.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Putnam

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Re: Bring back "tightly shut" doors
« Reply #4 on: February 07, 2023, 06:20:24 pm »

Those are random and often transient, though. If someone claims to have the problem every single time, then you could be just about sure that this was someone who was using tightly closed doors a lot.

ayy1337

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Re: Bring back "tightly shut" doors
« Reply #5 on: February 09, 2023, 01:29:45 am »

Doing something like rimworld's subregion system should work, the dev talks about how it enables this very thing in a video about it.
« Last Edit: February 09, 2023, 02:15:42 am by ayy1337 »
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Putnam

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Re: Bring back "tightly shut" doors
« Reply #6 on: February 10, 2023, 05:41:38 pm »

The game already splits accessibility into subregions, that's kinda the problem. Having more subregion maps for pets, flying units etc. would be a performance disaster, nevermind everything else.

Thisfox

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Re: Bring back "tightly shut" doors
« Reply #7 on: February 11, 2023, 04:17:17 pm »

Those are random and often transient, though. If someone claims to have the problem every single time, then you could be just about sure that this was someone who was using tightly closed doors a lot.

Meanwhile, I was using tightly closed doors a lot..... and didn't have the issues everyone talked about (other than once, and I see why it was annoying to them, but the other hundreds of times, no). And yes, I had cats in my forts all the time. They're great for killing off dangerous vermin.
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ayy1337

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Re: Bring back "tightly shut" doors
« Reply #8 on: February 11, 2023, 06:21:27 pm »

The game already splits accessibility into subregions, that's kinda the problem. Having more subregion maps for pets, flying units etc. would be a performance disaster, nevermind everything else.
Regions but not subregions. https://youtu.be/RMBQn_sg7DA?t=1035 Have a watch of the whole thing it's pretty cool.
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Kiloku

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Re: Bring back "tightly shut" doors
« Reply #9 on: February 11, 2023, 09:50:06 pm »

"It caused performance issues" is an understatement. The entire reputation of FPS death as an inevitable thing that always happens that people were constantly catastrophizing about was something that was entirely the fault of tightly closed doors.

I don't know the underlying tech that made it drop FPS. But my point is that I find it unlikely that the problem was impossible to correct/mitigate (though I find it absolutely understandable if doing so would be take way too much time/effort for something that is not crucial for the game to work).
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