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Expression loops need to be limited and streamlined


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Post expression update, dupes will sometimes get stuck in expression loops, and while some of the more onerous examples have been dealt with, others seem to be overlooked.  I currently have a dupe about to starve because they are stuck in a loop of: pick up food>eat>interrupted to run to breathe(they have slimelung and there's a tile of CO2 I can't get rid of)>scrape tongue>wobble>pant>wobble>pick up food>repeat.  This loop has been going on for a few cycles now, and there's nothing I can do about it ATM.  Another example is: go pick up something at the bottom of a ladder>hit 50% air while climbing back up>go pant nearby>go back down the ladder to pick up the same object>repeat until something overrides the delivery work order, that particular loop is the bane of my existence, because I like building around a few long, centralized ladders, rather than some zig-zag pattern.  Last example, which I'm sure you are probably already working on, is dupes looping the shocked animation for half a cycle straight when they dig out a giant column of regolith.

My suggestion is simple, put a cap on how many expression animations can be qued within 5-10 seconds, and let dupes hold their cargo when they "move to safety".  There are other things about this I could get into, but I think those two changes are a mix of the most important, and easiest to change(I think).

18 hours ago, TOOK14 said:

Last example, which I'm sure you are probably already working on, is dupes looping the shocked animation for half a cycle straight when they dig out a giant column of

Yeah, this one is particularly annoying.

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