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Author Topic: [39c]Selecting the next tile to channel is really inefficient (pathfinding bug?)  (Read 587 times)

Qmarx

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I mean, REALLY inefficiently.
For example, if
Code: [Select]
______
....._
....._
....._
....._
....._
______
Is designed for channeling, the order of the tiles to be channeled goes from 0 to 9 with this order:
Code: [Select]
02468_
....._
....._
....._
....._
....._
13579_
And then continues down the right edge from top to bottom.

It's like the pathfinding isn't paying any attention to y distances.
« Last Edit: July 18, 2008, 04:02:50 pm by Qmarx »
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Another

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It was always like this in all versions. That is because as was said "jobs chose dwarves, not dwarves - jobs". Normal in-plane mining and engraving (not so sure on this one) are kind of exceptions. In other words:

In Dwarf Fortress channel digs you.

And it is not as bad as it could have been - fortress mode map is divided into 16x16 tile sections and dwarves don't run between jobs in different sections.
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Qmarx

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It was always like this in all versions. That is because as was said "jobs chose dwarves, not dwarves - jobs". Normal in-plane mining and engraving (not so sure on this one) are kind of exceptions. In other words:

In Dwarf Fortress channel digs you.

And it is not as bad as it could have been - fortress mode map is divided into 16x16 tile sections and dwarves don't run between jobs in different sections.
Actually... I had issues with different sections earlier, but it eventually stabilized on this particular breed of inefficiency.

I was under the impression that channeling had the same priorities as mining?
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Troas

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Additionally, if you designate a row to channel it doesn't keep the "go to an adjacent square next" priority that dig does.  I'm channeling out a small greenhouse several Z levels over a large underground tree farm - miners will go topside and channel out one square, then down and dig out a worm-track (until he runs out of adjacent stone) then back topside to dig one more greenhouse roof square.
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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!