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they dont use closest storage ?


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4 hours ago, bobucles said:

But you don't need to process a lot of delivery tasks. You only need to process the one task per minute a duplicant can actually manage. If code can't process 1 task per minute, it's probably bad code.

Starting the job from the debris is still optimal, because the trip is already half done. Go from debris to storage, done. Starting the job from storage means there are two trips involved. Start from storage, go to debris, return to storage. There's more stuff to do, so it should be no surprise it always takes longer to do.

Starting job from debris is sub-optimal, because you won't know until you've walked the A* routes that a storage is even available, and there are many more piles of debris than storage

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9 hours ago, Aelfled said:

Starting job from debris is sub-optimal, because you won't know until you've walked the A* routes that a storage is even available, and there are many more piles of debris than storage

The game is already fully aware of all the debris that can and can not be pathed at all times, if the color coded error icons are any indication. 

There is also the possibility to save a lot of processing effort if you consider that almost everything in the game is connected through rooms/doors. If two rooms are connected by a successful path, then chances are the item is also connected to where it needs to go. If an item can not path outside its own room, then it probably can't go anywhere. It's a lot faster to path across 100 rooms/doors than 100000 individually wrapped tiles, but there may be other edge cases and difficulties to consider.

Players aren't going to care about the under the hood stuff, what they care about are how their dupes behave. A dupe who starts a job from their own position and finishes it in one direction will always be faster than a dupe who has to plan a round trip every time.

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