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Dupe behavior


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Dupes have intelligence of a log and impulse control of a leaf.

Would be nice that there would be some thresholds, like 80-120%, in regards to their needs. Like if dupe bladder is 80% full and it passes a toilet, it would take some time off. Same with other things. Need plus proximity(if dupe is close to facility, then his need threshold triggers earlier, if he is further or almost done with his task, then hold on a bit), instead of just need and thats it - like when dupe gets 'suddenly' hungry, it just friggin drops whatever it does and runs to get some chow.

Instead of this retarded, for the lack of better word, approach, a bit more flexible approach, with distance to facility playing major role in what task dupe takes on and when he uses it.

Late game becomes a bog, without any type of forcing(by setting higher priorities) i cant make them do anything(no matter how many of them i have). They just run in circles, like complete morons, doing literally nothing, but eat, ****, shower and sleep. Dupe starts doing something, decided that he needs a shower(another huge problem, as apparently they feel the need to shower 25 times a day, sometimes i see then just going from shower to shower several times, just to return half a cycle later to go for another round), just drops, right there, whatever he is doing and run on the other side of the map to eat/shower/ take a ****/etc, even if hes 2 seconds away from completing his task.

Basically, more comfortable i try to make their life, the less they are actually doing.

Another issue ive been having for a while. Would be nice to have global and personal weight/capacity limits. You know, for those idiotic instance, when you have 10 dupes carrying 5ml bottles on the other side of the map. In other words, dupe will try to collect as much material as he can in his immediate area and between his current location and drop-off point. Not just grabs nearest 5 grams of ore and then proudly carries it 10 flights of stairs to refinery.

An another issue. Some kind of research that allows players to break down prefab constructions. Even if get nothing back i dont need this pointless Vending Machine in the middle of nowhere, ruining symmetry of my constructions.

Another thing came to mind. 8) Would nice to have ability to set 'dead zones', where dupes dont go, basically viewing them as impassable obstacles. Because im tired of dupes constantly jumping into hazardous areas, on their way from point A to B, like water ponds, even if there are alternative routes, that would take exactly same number on tiles to travel. Would be nice if it would be automated, with dupes avoiding such things(because it gives then absolutely nothing to go thru a pond, instead of overlaying bridge), but id settle for manual feature as well.

Erm, one more. Ability to block individual material stacks to be swept or collected from containers. In the same way as 'sweep' works, but in reverse. Sometimes i want specific stack of specific material to stay where it is. But at the same time i may want every other stack of same material to be swept by setting Storage for it with higher priority. Or i want one container to collect certain material, but other just hold what it already has, without any material being removed(if priority is different compared to other container), as currently if i have 2 containers with 2 different priorities set for them, then dupes will just drag all the material from container with lower priority into container with higher priority.

And one more. Ability to set state for building for certain conditions. Like Coal Generator switched into higher priority state until it burns 5000kg of coal. And then returning back to previous state.

Also would be nice to have a logic gate that deals with power directly, eg making actions based on amount of power player have stored, either in specific battery or globally.

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I agree on the 'personal needs' stuff.  If a dupe at 80% toilet need passes a toilet within 3 or so squares, just have them use it, and NOT run out 35 tiles get to to a jobsight, and THEN suddenly realize 'I need to go potty NOW!!!' and run all the way back.  It's like traveling an a vehicle with a load of toddlers.

I imagine the traffic control in the new update will do what you want in regards to no go areas.

 

Adding to this: since the recent update I've noticed my dupes seem to be acting dumber. I didn't notice many problems before with dupes digging themselves into corners. But since the update I've had several instances of dupes tackling a dig assignment by going to the farthest point and digging behind them, cutting off their own return path. Twice I had dupes die because they dug themselves into carbon dioxide sinks instead of digging them out from above, which they could have reached. And the notice that they were suffocating came about ten seconds before they died so there wasn't time to save them.

It would also be nice if dupes didn't go sweep resources in dangerous places. The resources aren't even marked for sweeping, the dupes just decide on their own to plunge themselves into polluted water or go into overheated geyser areas to retrieve a few more nuggets of iron to add to our thirty thousand kg already in inventory. Especially annoying when this happens when other more high-priority tasks are being ignored.

I had problems before with dupes digging themselves into areas from where they cant get out. But it does seem that they have become far more adept at it lately.

It seems, as building was of higher priority to digging, and now it became even higher than that. So dupes can travel loooong ways to build single tile, instead of just digging thru few blocks that are scheduled to be dug up anyway. And often end up in a dead end because they literally entomb themselves, building tiles on spots  that are their only way out. Same with digging.

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