211
DF Gameplay Questions / Re: Strip Mining
« on: September 11, 2008, 06:54:14 am »
Digging out large areas slows you down in a combination of ways, I believe, but it can be managed.
As far as I know the major causes of slowdown are a) the extra pathfinding routes available and b) the endless piles of stones, but I imagine c) the extra LOS checks possible (though probably small) and d) the extra temperature (etc.) checks possible (though I don't think these are done "brute force"; maybe it depends whether the tile is exposed to the sky, too) may slow things down too.
Pathfinding problems can be avoided to some extent by ensuring that you have large corridors - or by doing a true stripmine - or perhaps best, by walling off your entire mining area and locking any doors to it (which will stop pathfinding dead at the edges in much the same way that the previously existing rock wall would have done).
Stone problems can be avoided by dumping the damn stuff down the chasm, chucking it in magma or smashing it to atoms with a drawbridge, but the cost in dwarf-hours is... huge.
I'd also recommend finding which is your most common stone type, going to it in the stocks menu and (h)iding it. Your dwarves will still move the horrible things around but at least you don't have to look at them cluttering the place up.
(edit)
Actually as to the pathfinding, channelling out a whole level should remove that whole area from pathfinding possibilities, so you could in principle exchange large inaccessible areas (inside rock) for large inaccessible areas (in the air), which would be a largely neutral action.
As far as I know the major causes of slowdown are a) the extra pathfinding routes available and b) the endless piles of stones, but I imagine c) the extra LOS checks possible (though probably small) and d) the extra temperature (etc.) checks possible (though I don't think these are done "brute force"; maybe it depends whether the tile is exposed to the sky, too) may slow things down too.
Pathfinding problems can be avoided to some extent by ensuring that you have large corridors - or by doing a true stripmine - or perhaps best, by walling off your entire mining area and locking any doors to it (which will stop pathfinding dead at the edges in much the same way that the previously existing rock wall would have done).
Stone problems can be avoided by dumping the damn stuff down the chasm, chucking it in magma or smashing it to atoms with a drawbridge, but the cost in dwarf-hours is... huge.
I'd also recommend finding which is your most common stone type, going to it in the stocks menu and (h)iding it. Your dwarves will still move the horrible things around but at least you don't have to look at them cluttering the place up.

(edit)
Actually as to the pathfinding, channelling out a whole level should remove that whole area from pathfinding possibilities, so you could in principle exchange large inaccessible areas (inside rock) for large inaccessible areas (in the air), which would be a largely neutral action.
)

That would kill two cave-swallows with one felsite pebble.