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Author Topic: Anti-Burrow  (Read 5385 times)

Bohandas

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Re: Anti-Burrow
« Reply #15 on: May 31, 2011, 03:22:38 pm »

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

Restricted traffic areas do not automatically keep dwarves out

As for trying to solve the problem with normal burrows, that would require that the player create an enormous burrow consisting of everything within the playfield, on every z-level, except for the relatively tiny (probably) area that they want to keep dwarves out of.

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The OP is right, antiburrows would be the most elegant solution to this issue.
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Corona688

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Re: Anti-Burrow
« Reply #16 on: May 31, 2011, 04:33:21 pm »

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
Easily fixed with forbidding.  More annoying is the "oh no!  caravan being ravaged by somebody!  MUST GRAB EVERYTHING NOW" effect, causing you to have to repeatedly hunt around outside and forbid more and more crap every time a merchant dies.
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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
Easily fixed.  Just forbid the cage traps and the cages inside them with d-b-f.
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Tharwen

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Re: Anti-Burrow
« Reply #17 on: June 01, 2011, 08:14:26 am »

I want this for the sole purpose of making wall-building easier. If I could forbid one side of the wall then get them to build it, it would be much easier to avoid getting dwarves stuck in abandoned mineshafts and stuffs.
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Stratah

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Re: Anti-Burrow
« Reply #18 on: June 06, 2011, 10:06:12 am »

The most efective way to use an "inside" burrow is just to put the meeting hall (and food storage) inside, with all the levers you use for siege-management, and use it with the alerts command in Military.  All civilians will run to that burrow automatically and when everyone is inside you just lock up and remove the alert.

An off limits burrow would be awesome, though. 
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Corona688

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Re: Anti-Burrow
« Reply #19 on: June 06, 2011, 04:12:15 pm »

I want this for the sole purpose of making wall-building easier. If I could forbid one side of the wall then get them to build it, it would be much easier to avoid getting dwarves stuck in abandoned mineshafts and stuffs.
One trick that helps this is to designate a wall and suspend it.  Dwarves won't even try to stand on a suspended wall when they build one next to it.

Nothing seems to control what side a dwarf stands on when they remove a grate, though.  Not even expediency.  I've seem them go well out of their way to remove it from the wrong side.
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RasendeTiur

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Re: Anti-Burrow
« Reply #20 on: June 07, 2011, 05:04:47 am »

I think the dwarves just need to respect the burrows more than they currently do, ie don't walk outside of them at all. Everything outside their assigned burrow should be totally forbidden to them. If they respected their burrows, you wouldn't need antiburrows for your entrances, at least not ones that allow for movement only in a certain direction, which I think would be hard to implement. Regular antiburrows would be nice though, ones that don't allow any passage at all. It could be very usefull for building and for keeping the retarted, lazy dwarves out of your hospital beds. They could either disallow any passage/entrance into the zone, or disallow passage of certain dwarves. This would be very useful if you for example wanted a certain miner to mine a certain area.
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blizzerd

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Re: Anti-Burrow
« Reply #21 on: June 07, 2011, 07:46:59 am »

just use the same burrow, and under the c menu (for adding dwarfs) make it so you can set dwarfs to F(orbid) or to A(llow), and make it so you can enable and disable burrows (disabling makes the effect of the dwarf restriction be nullified, but enabling it again makes it take effect again

then make forbid overrule allow in case of overlap, and make it so military alerts can enable and disable burrows in stead of putting all citizens in 1 burrow

basically make it like permission control on operating systems... a proven system to work

also add in a "world" burrow, in the burrow menu, being an invisible, all incorporating burrow that you cant delete
and possibly a "topside" and "underground" burrow, both also invisible and incorporating there areas respectfully
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bp1986

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Re: Anti-Burrow
« Reply #22 on: July 25, 2011, 07:01:39 pm »

Was going to suggest this and found it on search. WANT THIS!
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Z1000000m

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Re: Anti-Burrow
« Reply #23 on: July 26, 2011, 03:35:09 am »

I support this idea, there is currently no way of stopping dwarfs from going nuts if the caravan gets jumped, and you have to forbid every single item each time.

Only now i noticed somebody else mentioned it as well.
I suppose it could be fixed by tweaking the forbid everything on death option to actually work with traders, but i still think it could be usefull.
As for cage traps, I make my militiamen my mechanics, so that they won't get mauled, but it doesn't solve the problem with full cages lying around.
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GreatWyrmGold

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Re: Anti-Burrow
« Reply #24 on: July 26, 2011, 07:14:27 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.
Indeed.

1. Burrows will not stop a dwarf from wandering through another area. So, while a dwarf will not store a log outside his burrow, he will move outside if it leads to a quicker path than staying outside. More importantly, you have to constantly re-designate the burrows if you want to, you know, mine.
2. Restricted traffic will not stop someone from wandering through it if the path is at least 13 times faster than the normal-traffic route.
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Bohandas

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Re: Anti-Burrow
« Reply #25 on: July 26, 2011, 07:50:25 pm »

Well, I still support the anti-burrow idea.
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Sutremaine

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Re: Anti-Burrow
« Reply #26 on: July 26, 2011, 08:24:50 pm »

I support this idea, there is currently no way of stopping dwarfs from going nuts if the caravan gets jumped, and you have to forbid every single item each time.
This can be done with burrows. You set up a burrow for the indoors, a burrow for the outdoors, and control access either by switching to different alert states or toggling burrow access on a single alert.

Anti-burrows would be more useful for preventing certain dwarves from doing tasks in an area. For instance, if you had a dedicated crew of cleaning dwarves and an area you wanted to keep dirty (trap hall, muddied constructions), you could create an anti-burrow over that area and assign the cleaning squad to it. Since burrows affect whatever pathing it is that causes dwarves to wander around when idle, perhaps children could be assigned to the anti-burrow.

In short, while you can exclude the whole fortress from an area or limit individual dwarves to specific areas, you can't currently exclude individual dwarves from specific areas.
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Crashmaster

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Re: Anti-Burrow
« Reply #27 on: July 26, 2011, 10:36:44 pm »

regarding the difficulty of setting up a 100 z-level burrow or modifying burrows for mining; burrows can be designated 3-dimensionally and can be applied to areas that are undiscovered. So starting in one corner of the first underground level and moving the cursor to the opposite corner on the lowest level will in one step set up a burrow encompassing everything underground.

You could probably do an anti-burrow using this by making a burrow of the entire map in one step then switching the cursor to erase to define the areas you don't want dwarves assigned to that burrow to use.

Z1000000m

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Re: Anti-Burrow
« Reply #28 on: July 27, 2011, 08:05:29 am »

I support this idea, there is currently no way of stopping dwarfs from going nuts if the caravan gets jumped, and you have to forbid every single item each time.
This can be done with burrows. You set up a burrow for the indoors, a burrow for the outdoors, and control access either by switching to different alert states or toggling burrow access on a single alert.

Anti-burrows would be more useful for preventing certain dwarves from doing tasks in an area. For instance, if you had a dedicated crew of cleaning dwarves and an area you wanted to keep dirty (trap hall, muddied constructions), you could create an anti-burrow over that area and assign the cleaning squad to it. Since burrows affect whatever pathing it is that causes dwarves to wander around when idle, perhaps children could be assigned to the anti-burrow.

In short, while you can exclude the whole fortress from an area or limit individual dwarves to specific areas, you can't currently exclude individual dwarves from specific areas.

Thats the whole idea behind anti-burrows for me. Sure you can do it just burrows, but it is so effin tedious to do with over 100 dwarfs and about 10 groups, each needing its own burrows which takes ages to designate.
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MrShovelFace

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Re: Anti-Burrow
« Reply #29 on: July 27, 2011, 12:37:59 pm »

it would fix my migrant's impulsive fishing for alligators before i can turn off their labor
« Last Edit: July 27, 2011, 12:41:07 pm by MrShovelFace »
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