Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: Anti-Burrow  (Read 5383 times)

Gylen

  • Escaped Lunatic
    • View Profile
Anti-Burrow
« on: May 30, 2011, 04:01:59 pm »

Hi;

I was wondering if this possibly already exists.
However if not, I'd suggest it.

Allow us to define burrows we can set as off limits.
Ie: repel the dwarfs from them


Many are looking for the stay inside option. This would allow us to create these, as we could define the entrances as off limits.
Logged

harborpirate

  • Bay Watcher
  • cancels eat: job item lost or destroyed.
    • View Profile
Re: Anti-Burrow
« Reply #1 on: May 30, 2011, 04:45:46 pm »

I like this idea. This would be much more convenient for emergencies, since I wouldn't have to constantly readjust the "inside" burrow.
Logged

astaldaran

  • Bay Watcher
    • View Profile
Re: Anti-Burrow
« Reply #2 on: May 30, 2011, 09:30:26 pm »

the only real issue is dwarfs can move between split burrows (right?) so if you have say two entrances to a fort (what? apparently you are asking for FUN) the dwarves would travel between the allowed areas(non burrows or burrows) and right through the anti-burrow. Unless Toady can make it so that this behavior does not exist for Anti-Burrow---in other words they never go into them (unless starving I guess)
« Last Edit: May 30, 2011, 09:38:32 pm by astaldaran »
Logged

Gylen

  • Escaped Lunatic
    • View Profile
Re: Anti-Burrow
« Reply #3 on: May 30, 2011, 09:37:42 pm »

Correct. I would want them to repel all dwarves.
Unless you specifically assign dwarves to it (like military squads  so they can pass throw them).
« Last Edit: May 30, 2011, 09:40:11 pm by Gylen »
Logged

tolkafox

  • Bay Watcher
  • Capitalism, ho!
    • View Profile
    • Phantasm
Re: Anti-Burrow
« Reply #4 on: May 30, 2011, 11:35:41 pm »

Then wouldn't the dwarves outside be unable to go inside?
Logged
It was a miracle of rare device, A sunny pleasure-dome with caves of ice!

sockless

  • Bay Watcher
    • View Profile
Re: Anti-Burrow
« Reply #5 on: May 31, 2011, 12:36:16 am »

You can use traffic zones to make a restricted traffic area.
Logged
Iv seen people who haven't had a redheaded person in their family for quite a while, and then out of nowhere two out of three of their children have red hair.
What color was the mailman's hair?

Yag Alone

  • Bay Watcher
  • Grumpy old fart
    • View Profile
Re: Anti-Burrow
« Reply #6 on: May 31, 2011, 03:54:50 am »

A controlable anti-burrow would solve a lot of those problems :

- the "oooh! We're sieged! time to fetch the sock I claimed several season ago!" effect
- the "One of the twenty troll have been caught in a cage trap? let's go and reload the trap with the 19 other trolls around" effect
- And the worse : the "On break in this nice small corridor... Wait, what is this burbling noise? And why is it so hot suddenly?" effect...

You can use traffic zones to make a restricted traffic area.
Setting the whole outside area as restricted will be a PAIN on the pathing :s
« Last Edit: May 31, 2011, 03:57:06 am by Yag Alone »
Logged

sockless

  • Bay Watcher
    • View Profile
Re: Anti-Burrow
« Reply #7 on: May 31, 2011, 04:02:10 am »

Those can all be solved with normal burrows and/or restricted traffic areas.
Logged
Iv seen people who haven't had a redheaded person in their family for quite a while, and then out of nowhere two out of three of their children have red hair.
What color was the mailman's hair?

EvilTwin

  • Bay Watcher
  • likes skeletons for their afros
    • View Profile
Re: Anti-Burrow
« Reply #8 on: May 31, 2011, 04:16:27 am »

Yes, but an anti-burrow would be so much more comfy. I like the idea, two rules could actually solve this quite easily:

- If a dwarf is inside an anti-burrow, treat this antiburrow like a restricted traffic area for him (more likely to choose underground pathways then)
- If a dwarf is outside of an antiburrow and not starving, treat the antiburrows as absolutely unpassable.
Logged

Eroing

  • Bay Watcher
    • View Profile
Re: Anti-Burrow
« Reply #9 on: May 31, 2011, 04:38:22 am »

I really like this idea! But to solve the problem of dwarves outside who want to get it.. one-way burrows! Set which direction a burrow can be passed through so no dwarves go left through it but only right. This would also solve the cage-problem, aswell as the claimed sock-problem.. for the whats-that-warm-thing-problem, anti-burrows would be better. ^_^
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: Anti-Burrow
« Reply #10 on: May 31, 2011, 05:00:47 am »

I like the idea on principle, but the issue is burrows do not actually affect pathing at all right now. This would require more coding changes than you think.

If the regular burrow concept as it is now was extended to "negative burrows" they would work like this :-

- dwarf would not accept jobs or materials in the anti-burrow
- dwarf would ignore anti-burrow for pathing and walk straight through it to get somewhere else if they felt like it.

So having an anti-burrow might be confusing and annoying for new players wondering why they don't affect pathing.

Adding new pathing code just for anti-burrows might be complex and slow the game down. Every step taken would have to check whether it was entering an anti-burrow, even if the player has not created any (you'd have IF statements about the existence of anti-burrows)

It would also do pretty much the same thing as traffic designations, so yet another way we have to explain to new players to do the same effect.

If anti-burrows affect pathing like this, then they are also by definition no longer a "negative" version of a burrow encompassing everything else. So if you made a burrow of 50% of the map, and the "anti burrow" of the other 50%, then those concepts are not interchangeable anymore, and it doesn't makes sense to call it an "anti-burrow". You'd be better off with another name such as a "restriction zone" or something.
« Last Edit: May 31, 2011, 05:13:24 am by Reelyanoob »
Logged

Gylen

  • Escaped Lunatic
    • View Profile
Re: Anti-Burrow
« Reply #11 on: May 31, 2011, 11:41:54 am »

The main idea, comes from my current situation.
I've got a siege currently going on.

I want to open up the drawbridges uptop to allow my troops out.
As well as the pesky caravan of elves that i want to see die, err, send home.

However as someone said
Dwarf peasant 1: "oh look at those purdy plants. I should go harvest" or
Dwarf peasant 2: "dwarf dead body on the field, must go reclaim to bury it"

So I have to restrict all non military to a burrow.
It does work, however this stops most work from continuing.
I could define a large burrow, however my fortress extends down 100 levels.
Doing so is combersum at best.

When all I really want is to stop the dwarves from passing the entrance where the now open drawbridge is.

There are many other uses for such a repeling burrow.
The idea of the burrow restricting traffic direction is very good.
Logged

tolkafox

  • Bay Watcher
  • Capitalism, ho!
    • View Profile
    • Phantasm
Re: Anti-Burrow
« Reply #12 on: May 31, 2011, 12:14:34 pm »

Burrows only need to extent to areas of work, and I highly doubt you have 100 Z levels of workshops. Very highly doubt.

You don't need to cover a staircase with a burrow, or any paths for that matter. The only things that need to be covered is beds, food, drinks, workshops, stockpiles, materials, and farms.
Logged
It was a miracle of rare device, A sunny pleasure-dome with caves of ice!

harborpirate

  • Bay Watcher
  • cancels eat: job item lost or destroyed.
    • View Profile
Re: Anti-Burrow
« Reply #13 on: May 31, 2011, 02:04:03 pm »

What if you still want to mine? I hate this resistance to ideas just because the game already contains a needlessly complex horrible way of doing the same thing.
Logged

G-Flex

  • Bay Watcher
    • View Profile
Re: Anti-Burrow
« Reply #14 on: May 31, 2011, 02:05:30 pm »

Those can all be solved with normal burrows and/or restricted traffic areas.

This will not in any way prevent dwarves from traveling to those zones. It only affects the weight of pathfinding through them.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==
Pages: [1] 2 3