Dwarf Fortress

Dwarf Fortress

Anna Jul 6, 2023 @ 8:33am
Are doors useless now?
It's amusing how they decided to just throw away part of the gameplay and common sense instead of fixing the bug.

Any mods maybe to make doors animal proof?
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Showing 1-15 of 17 comments
Skizmo Jul 6, 2023 @ 12:24pm 
Not that I know of and I check the workshop constantly, your best bet is using Animal Pastures and hoping they stick to those.
Also forbidden doors restrict passage to all entities.
https://dwarffortresswiki.org/index.php/Pasture
Last edited by Skizmo; Jul 6, 2023 @ 12:26pm
LedLoaf Jul 6, 2023 @ 5:51pm 
Originally posted by Anna:
It's amusing how they decided to just throw away part of the gameplay and common sense instead of fixing the bug.

Any mods maybe to make doors animal proof?

Did they ever fix the backpack issue? Just coming back to see if they did ANYTHING yet.
Haethei Jul 6, 2023 @ 9:51pm 
Main use for doors is to create rooms, and they're also useful for fluid control. I never used the pet restriction mechanic, and I love having my fortress full of doors in sensible locations instead of just leaving everything open (not sure how many people do that)

Why do you need to restrict pets from using doors? I'm just not familiar with the idea
Haethei Jul 6, 2023 @ 9:52pm 
Originally posted by LedLoaf:
Originally posted by Anna:
It's amusing how they decided to just throw away part of the gameplay and common sense instead of fixing the bug.

Any mods maybe to make doors animal proof?

Did they ever fix the backpack issue? Just coming back to see if they did ANYTHING yet.

check steam updates, most recent update is a really useful one and the previous post talks about other stuff they're working on
Anna Jul 6, 2023 @ 11:12pm 
Originally posted by Haethei:
Main use for doors is to create rooms, and they're also useful for fluid control. I never used the pet restriction mechanic, and I love having my fortress full of doors in sensible locations instead of just leaving everything open (not sure how many people do that)

Why do you need to restrict pets from using doors? I'm just not familiar with the idea
Yes, door used to be needed to create rooms, but not anymore. It seems right now without automation they are pure aesthetics.

The thing is, if you have doors on your main entrance wild snake or rat should not be capable of opening it and coming in, causing all sort of cancellation spam, and annoyance. As well as it should not be possible for a wild vulture to open your roof hatch. And it was this way, but because of the bug it caused significant lag sometimes.

They are still useful with automation as "fast" floodgate, yes. Just not as doors.
Empath demon Jul 7, 2023 @ 1:17pm 
best way to trap forgotten beasts is with doors. they're also good for interrupting thieves and other noodnicks when they try to flee the guard captain's swift... er, walking speed justice.
SpicyMeatball Jul 8, 2023 @ 1:59am 
usually i use doors to contain miasma from the butchers shop.. . and letting dwarves who steal starve to death
Haethei Jul 8, 2023 @ 3:14am 
Originally posted by SpicyMeatball:
usually i use doors to contain miasma from the butchers shop.. . and letting dwarves who steal starve to death

Oh yeah, they're perfect for refuse stockpiles
Lucidess Jul 13, 2023 @ 9:45pm 
Well that's what the Stone Fall traps are for. Good ol rock to the face. I think the Doors are fine, it would be unfair to magically filter out enemies vs allies with a mere door. Use logic and traps instead, it's more fun.
Last edited by Lucidess; Jul 13, 2023 @ 9:46pm
Morkonan Jul 14, 2023 @ 11:14am 
Originally posted by Anna:
It's amusing how they decided to just throw away part of the gameplay and common sense instead of fixing the bug. ..

Just FYI: There was a pretty bad lag issue being caused and it was found to be connected to pets and the door permissions they could have in the free/previous versions, so that was removed for this version before release. (AFAIK, according to the devs statements)
Last edited by Morkonan; Jul 14, 2023 @ 11:15am
Anna Jul 14, 2023 @ 11:31am 
Originally posted by Lucidess:
Well that's what the Stone Fall traps are for. Good ol rock to the face. I think the Doors are fine, it would be unfair to magically filter out enemies vs allies with a mere door. Use logic and traps instead, it's more fun.
Magically? My balcony door works pretty darn well against stray birds. No magic involved.
Originally posted by Morkonan:
Originally posted by Anna:
It's amusing how they decided to just throw away part of the gameplay and common sense instead of fixing the bug. ..

Just FYI: There was a pretty bad lag issue being caused and it was found to be connected to pets and the door permissions they could have in the free/previous versions, so that was removed for this version before release. (AFAIK, according to the devs statements)

I can confirm the lag issue by first hand experience. In my forts, it was usually a cat wanting to path through a door locked to pets. It would tank the FPS when it would happen.

Pastures are the better option overall, but it sucks that there's no way to make a pasture multiple z levels.
RadCon One Jul 14, 2023 @ 1:33pm 
Originally posted by Colonel Sanders Lite:
Originally posted by Morkonan:

Just FYI: There was a pretty bad lag issue being caused and it was found to be connected to pets and the door permissions they could have in the free/previous versions, so that was removed for this version before release. (AFAIK, according to the devs statements)

I can confirm the lag issue by first hand experience. In my forts, it was usually a cat wanting to path through a door locked to pets. It would tank the FPS when it would happen.

Pastures are the better option overall, but it sucks that there's no way to make a pasture multiple z levels.

Zones being multiple z levels was a feature in the free version at one point wasn't it?

I guess I'm confused on how the pets would tank the FPS with this bug either since normally locking doors seems to work just fine, and pet locked doors would just be an extension of that unless the pathing algorithm doesn't bother to actually check what an entity is, and so an animal paths the same as a humanoid ,and since anhumanoid would naturally be able to pass through the door when it is animal-locked the lack of a creature-type-check means you just get a giant never-ending loop going since the pathing algorithm keeps trying to force the entity through as it doesn't understand that that door will never work for it since it assumes all entities are humanoids (and therefore everything SHOULD always be able to go through a not-completely-locked dor), or more likely, has no concept of animal vs humanoid, while the door knows the entity is, in fact, actually an animal and so refuses to let it through.
Last edited by RadCon One; Jul 14, 2023 @ 1:40pm
Originally posted by RadCon One:
Zones being multiple z levels was a feature in the free version at one point wasn't it?

At the moment, I can't remember for sure. I *think* so, but I could be wrong.

Originally posted by RadCon One:
I guess I'm confused on how the pets would tank the FPS with this bug either since normally locking doors seems to work just fine

I have educated guesses as to the cause, but they're just that - guesses.

It is worth noting though that there are definitely situations that can cause non-pets to constantly attempt to re-path and tank your FPS too.
TPark Jul 14, 2023 @ 6:47pm 
Originally posted by RadCon One:
Originally posted by Colonel Sanders Lite:

I can confirm the lag issue by first hand experience. In my forts, it was usually a cat wanting to path through a door locked to pets. It would tank the FPS when it would happen.

Pastures are the better option overall, but it sucks that there's no way to make a pasture multiple z levels.

Zones being multiple z levels was a feature in the free version at one point wasn't it?

I guess I'm confused on how the pets would tank the FPS with this bug either since normally locking doors seems to work just fine, and pet locked doors would just be an extension of that unless the pathing algorithm doesn't bother to actually check what an entity is, and so an animal paths the same as a humanoid ,and since anhumanoid would naturally be able to pass through the door when it is animal-locked the lack of a creature-type-check means you just get a giant never-ending loop going since the pathing algorithm keeps trying to force the entity through as it doesn't understand that that door will never work for it since it assumes all entities are humanoids (and therefore everything SHOULD always be able to go through a not-completely-locked dor), or more likely, has no concept of animal vs humanoid, while the door knows the entity is, in fact, actually an animal and so refuses to let it through.
You answered your own question. In some other post I saw a developer explanation that this was exactly what was happening. When checking the path the algorithm doesn't check the creature type. Only when a non-allowed creature tries to move through the pet-locked door. Creature is blocked, repaths for the quickest way from its current location to its destination, which is always through the door, which blocks its movement and causes it to repath, ad infinitum...
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Date Posted: Jul 6, 2023 @ 8:33am
Posts: 17