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Suffocation Loops kill dupes


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I've noticed in the last couple updates that it seems more common for dupes to run low on oxygen, start moving towards a place for breath, and get hung up on a halfway point somewhere, vascillating between two near points until they die. Part of this may be that I've been tinkering with CO2 airlocks rather than waterlocks for my bases, but it has highlighted the behavior.

 

Would it be possible to add some logic in the pathing that either holds a destination longer or sets a tie-breaker? I find myself rescuing at least one dupe per cycle because they can't decide between 3 grams of oxygen 5 spaces down and 20 grams of oxygen 5 spaces up.

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