Bluefoxfire Posted February 22, 2019 Share Posted February 22, 2019 When the game gives new errand assignments for dupes, I've noticed that at times it'll somehow assign the same task to 2 dupes at once. In doing so, one of them will go full retard and just stand there idle, their status window showing that they try to go do said errand but then stop then try again in an endless loop. Only way to break this loop is either for the task to be actually completed or the job canceled by you, manually moving the dupe won't work. Sometimes, it'll glitch and force them to go idle permanently, like a vegetable; really, they will refuse to move or do anything, and the move command will act like everything is impassable and refuse to work. Only way to fix it is to reload the file. This is something that needs to be fixed before even a file reload won't save it. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/ Share on other sites More sharing options...
Oozinator Posted February 22, 2019 Share Posted February 22, 2019 Yep same here and another weird thing. When dupes are idle (more then one) and they get a job to load sand in an deodorizer (for example), all idle dupes take sand and when the last dupe took sand, all other dupes drop their sand, wherever they are. Prioritys are bugged too someway, even when set to one and dupes have higher prios, they do the job (1 prio) first. Could be the same with sweepers, sometimes after fiddling / resetting / rebuilding, sweepers work for a while. So many old bugs are back. MK2 got not enough love from Klei. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158118 Share on other sites More sharing options...
Zarquan Posted February 22, 2019 Share Posted February 22, 2019 I think the problem is that they start the task when they are still moving and finish it before they stop moving, so they don't know what animation to do, which is a bit odd. When that happens, they just stand there until you debug drop them and then they wake up and the job is done. Happened to me a lot when I was building tiles with a 2-high step for them to climb before them. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158127 Share on other sites More sharing options...
Oozinator Posted February 22, 2019 Share Posted February 22, 2019 Just now, Zarquan said: ..Happened to me a lot when I was building tiles with a 2-high step for them to climb before them. When the path is changed, while dupes are on the way, including old path? No clue, how to prevent. Watched it many times, makes no sense and sucks my nerves. Dropping stuff down loong ladder ways was a problem some updates before, now it's back yay. "Circle of doom" Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158132 Share on other sites More sharing options...
lunazone Posted February 22, 2019 Share Posted February 22, 2019 Duplicants walk halfway across the map, then another one takes over that task causing them to do waste a lot of time. They also transition between tasks a lot less smoothly. They also frequently pause for a second Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158135 Share on other sites More sharing options...
Oozinator Posted February 22, 2019 Share Posted February 22, 2019 1 minute ago, Squeegee said: They also frequently pause for a second When dupes have more then one regular/main job, at different locations, with same priority.. When they have only one task with higher prio "digging area, not only one tile", then there are no real pauses between. Now Klei "fixed" someting "better researcher overtake the job" and it takes forever to analyze a volcano. When having more then two shifts, it takes forever to get done.. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158143 Share on other sites More sharing options...
fishoutofwater Posted February 22, 2019 Share Posted February 22, 2019 don't know if this related to OP post or not, my dupes pick and drop egg if I set the cracker to break 2 types of egg with each type only have 1 unit available, I wonder if my dupes now aware of critter extinction and want to preserve wild critters, but I think they know about upgraded printing pod. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158186 Share on other sites More sharing options...
eXponentia Posted February 22, 2019 Share Posted February 22, 2019 My favourite pathfinding issue is when you set a job on the other side of a body of water, and then 5 minutes later it's still not done, so you check available pathing and they can't go past halway through the water. Then you build a block there, and suddenly they can, but then they get stuck on the other side after they finish the job, drowning while they try to figure out how to move past a one high block. So you deconstruct the tile, and hey presto, they can move again. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158347 Share on other sites More sharing options...
Gurgel Posted February 22, 2019 Share Posted February 22, 2019 As was discussed before, path-finding is extremely tricky. I think the current implementation works reasonably well. Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158353 Share on other sites More sharing options...
0xFADE Posted February 22, 2019 Share Posted February 22, 2019 Sounds like part of the retry loop needs to see if someone else is doing the job Link to comment https://forums.kleientertainment.com/forums/topic/103153-dupe-pathfinding-needs-fixing-bad/#findComment-1158358 Share on other sites More sharing options...
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