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Unable to relocate critters


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Development build:

My dupes are unable to relocate some breeds of critters. I can relocate pips and pipsqueaks, but not pokeshell or hatches.(or pokespawn or hatchlings).

I have experienced ranchers. My dupes are idle. I have standard priorities for ranching, sweeping, supply. I have critter drop-offs set for applicable critters, with priority of 5 set for the drop-off.s

Dupes have the ability to navigate from the trussed critter to the critter drop-off location - no locked doors or restricted access permissions

 

The critters wrangle just fine, but once they are trussed, no duplicant will move them.  the dupes move pips and pipsqueaks, but are unable to move hatches or pokeshell.  The trussed critter doesn't have a "sweep" option and I cannot set a priority on the trussed critter.  In the same game in a slightly earlier update, I was able to relocate all types of critters, but not since the last update.

Open errand tab on destination drop-off. There should be "relocate critter" created if your current number less than max.

Screenshot_70.thumb.png.e7d3472cb40fea25ed79d68b44fcf822.png

What is said in this screen? If you already read it but cannot figure it out what it means, you can ask here. For example "No pending deliveries" means no trussed critter will be moved here, It can be broken path, or another drop-off has higher priority.

As far I'm aware carry critter to destination falls under "supply" not "farm" (or was it "storage" not sure, but know that is it different than "wrangle").

Also Every farm has max of 20 critters available - to make it more you will have to make small automation with either automated doors - depend of the critter (idea is that room where you will drop critter is locked and get automatically empty when dupe leaves - opening automated doors for example  - so place where critter drop off is still has room).

i think 2 doors that will open itself for 5 second after dupe will leave room (so weight plate, and memory toggle to keep them open) would be sufficient - i never build one though so maybe someone has better solution for this.

Abud:

I hadn't "set" the critter count. I was relocating to an empty room. I will double-check by adding a number to the max critters. it is possible that there was a null value. I'll check when I am back on the game.  

I checked the errands and I believe no errand was populating. 

I have multiple drop-off locations for critters, but I had disabled some... basically, I had different locations where I wanted different critters. I wanted one pokeshell by my sieve and another by my ethanol distillers (to eat polluted dirt).  I will try deleting all critter-drop-offs except for the one I intend to use to see if that is a conflict. This could be why it worked early in the run but not later. My habit was to leave the critter drop-offs but just disable them if I had enough critters.

Thanks everyone for the advice, I'll check tonight when I am home.

 

Thanks for the suggestions everyone. I was able to solve the problem.

The critter drop-offs only work if they are in a room of some sort. It can even be an undefined "miscellaneous" room.   If they are in a vast open space or hallway the "Errands" does not populate.  This is not something I was aware of.

I don't know if this is a new feature or a bug or just something funky with my current game.  But I've tested it all over the place and it is consistent behavior.

Seems many new players experienced this problem. Maybe dev should consider adding icon when critter exceeds setting?

Speaking of which, hide/disable icon and notification for individual machine would be nice. I remember reading someone suggestion a while ago. I already hate looking at red icon (no cable connected, no material for an infinite recipe, door flooded, etc). Adding more icons without able to hide it will hurt my eyes more, so I'm not going to take it to suggestion forum. It would be strange to suggest something that I will hate.

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