Rainbowdesign Posted July 26, 2020 Share Posted July 26, 2020 Sometimes transit tube paths stop working and they behave as if they were interrupted somewhere so dupes cannot tavel to the end of the tube, has anyone else ever experienced that? Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/ Share on other sites More sharing options...
0xFADE Posted July 26, 2020 Share Posted July 26, 2020 Did any of them melt or get sand dropped on them perhaps? I remember something about dupes not blocking other dupes so it shouldn't be that. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357599 Share on other sites More sharing options...
suxkar Posted July 26, 2020 Share Posted July 26, 2020 Sometimes dupes change their task midway. Theoretically they should just instantly pick up the new task, but if you have a complex base and/or a poor pc they pause inside the tube for sometime, even seconds, and then move again. May be that's what you are talking about Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357661 Share on other sites More sharing options...
Rainbowdesign Posted July 26, 2020 Author Share Posted July 26, 2020 No not melt and no sand dropped on them sometimes it happens inside the base where its rather cool and no sand at all. When i select the path from one entrance to another with all other paths between blocked the target cursor will be red so no task changing midway or new tasks. Also disconnecting some junctions on the map suddenly makes other paths working again. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357665 Share on other sites More sharing options...
Gurgel Posted July 26, 2020 Share Posted July 26, 2020 6 hours ago, Rainbowdesign said: Also disconnecting some junctions on the map suddenly makes other paths working again. Klei may use a variant of the algorithm they use for pipes. That is known to be a bit tricky and not always able to solve cases that are solvable. The solutions with pipes is to put in bridges as one-way devices, but transit tubes do not have them. (Klei! Where are the filter/sorters/bridges/sensors for dupes in transit tubes? I want to be able to sort them by hunger level, stress level, stamina levels and, most importantly, hair color! Also, a special filter for Meep is really needed.) Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357725 Share on other sites More sharing options...
mathmanican Posted July 26, 2020 Share Posted July 26, 2020 15 minutes ago, Gurgel said: special filter for Meep +1 Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357729 Share on other sites More sharing options...
0xFADE Posted July 26, 2020 Share Posted July 26, 2020 Using the same logic as pipes for pathfinding through tubes is highly likely. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357744 Share on other sites More sharing options...
Red Shark Posted July 27, 2020 Share Posted July 27, 2020 4 hours ago, 0xFADE said: Using the same logic as pipes for pathfinding through tubes is highly likely. I checked the code to confirm this, but yeah. It's separate. Which makes sense -- despite their best efforts to the contrary, Dupes do not *flow* in one direction or another.Tubes are omnidirectional. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357788 Share on other sites More sharing options...
Gurgel Posted July 27, 2020 Share Posted July 27, 2020 1 hour ago, Red Shark said: I checked the code to confirm this, but yeah. It's separate. Which makes sense -- despite their best efforts to the contrary, Dupes do not *flow* in one direction or another.Tubes are omnidirectional. Yes. I did not mean literally the same code. I was more thinking of using some the same ideas and, in particular, shortcuts. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357796 Share on other sites More sharing options...
impyre Posted July 27, 2020 Share Posted July 27, 2020 @Rainbowdesign Could you post a pic or a save? I'm curious which junction you removed and which path(s) were not working. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357895 Share on other sites More sharing options...
Lifegrow Posted July 27, 2020 Share Posted July 27, 2020 On 7/26/2020 at 6:02 AM, Rainbowdesign said: Sometimes transit tube paths stop working and they behave as if they were interrupted somewhere so dupes cannot tavel to the end of the tube, has anyone else ever experienced that? Are you sure this wasn't caused by dupe checkpoints or a locking airlock? (i.e. the commonly used triple-door-vacuum design) A lot of the brilliant mega super simple vacuum locks you see all over youtube/reddit etc are actually terrible for pathfinding. Like any of the ones shown here : Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357897 Share on other sites More sharing options...
ZanthraSW Posted July 27, 2020 Share Posted July 27, 2020 On 7/25/2020 at 10:02 PM, Rainbowdesign said: Sometimes transit tube paths stop working and they behave as if they were interrupted somewhere so dupes cannot tavel to the end of the tube, has anyone else ever experienced that? Question. Is "they" in this sentence referring to the transit tube paths, or the dupes? Are certain transit tube exits not being used as a path as if they had an interruption somewhere along them, or are the dupes using that exit but turning around mid way as if the dupes are interrupted? Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1357914 Share on other sites More sharing options...
impyre Posted July 28, 2020 Share Posted July 28, 2020 @ZanthraSW It's my understanding that "they" is referring to transit tube paths, but I suppose you could say dupes also. He's talking about selecting a dupe and using the move-to command. If the crosshair is red, it means no path to the selected destination is available. This can be cause by walls, natural tiles, locked doors, etc. If the only path between two areas is a transit tube and that tube becomes inoperable, the move-to command would show red to indicate no available path. It sounds like for some reason, a path that *should* be operable is acting like it's not. Of course, we can only speculate at the moment as to what the cause is. As Lifegrow pointed out, those silly locking airlocks play havok with pathing because a locked door will interrupt paths. If a dupe were moving to an area behind one of those, as soon as someone used it, it would lock momentarily to vacuum the air out... but it's plenty long enough for a dupe that's in transit to go "hey, I can no longer get to where I'm going... guess I'll have to turn around". Based on the OP's description, I think it's unlikely this is the case... but it's not impossible. Link to comment https://forums.kleientertainment.com/forums/topic/120441-transit-tube-pathfinding-broken/#findComment-1358021 Share on other sites More sharing options...
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