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I feel bad when i see my dupe going entombed


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Since some update, i feel very frustrated by my dupes...

I'm use to keep an eyes on them when they are constructing something, and now, they are alway running where they cant go...

There is a problem with how the game calcul the way they can take...

If they dig something, for a little time, the thing is still here, and they can go on, and once they are on the things, the game had update their possibility, and they are stuck...

Dunno how to show it, but i think i'm not the only one to get this...

This is why I use debug.

It increases the quality of life in average gameplay, even if you don't use it to reveal the map or build anything. Sometimes the dupes are incredibly, infuriatingly stupid, and need to be rescued using ALT-Q to save them from themselves. 

It's a bit cheating, but until Klei updates the AI of the duplicants and critters, it's about the only way to cope with bugs.

7 hours ago, Oozinator said:

Dupes get only entombed in specific situations, easy to prevent.
Snow / sand are sometimes tricky.

Still annoying and needlessly manual.

It's idiotic that dupes entomb themselves in areas they can trivially walk out of. Entombment should be reserved for those cases where the dupe can't physically move out of the area, not when one dupe builds a tile around other dupe's head.

Just now, Coolthulhu said:

Still annoying and needlessly manual.

It's idiotic that dupes entomb themselves in areas they can trivially walk out of. Entombment should be reserved for those cases where the dupe can't physically move out of the area, not when one dupe builds a tile around other dupe's head.

Mhh not sure. Rarely triggered, quick learned. Klei improved the entombed stuff, dupes move one tile left or right, when there is space.
I have no problem with that gamemechanic and sometimes it's even logical, when i keep in mind, that dupes could only get two tiles up.
 

Just now, Oozinator said:

Rarely triggered, quick learned.

No reason for it to ever happen when building tiles on a flat ground, which is the most common case of it happening. Annoying to work around from player side, easy to fix from dev side (assuming the code isn't very low quality).

11 hours ago, Oozinator said:

Dupes get only entombed in specific situations, easy to prevent.
Snow / sand are sometimes tricky.

I'm not speaking about that, i'm speaking about how they can dig or deconstruct something, and going on, even if it's not existing anymore....

That never hapens to me before last update, but i'm only playing since a month, so maybe it was alway like that...Or maybe it's because of the stat of my dupe who is very high... the game didnt calculate faster than they did something...

 

i will try to take some pic of this situation, but it's not easy ...

Edit: i forced the situation, because it's to hard to get it "in live", but the fact is the same. They can go where they cant !! please fix it...

 

 

1 hour ago, alown said:

Edit: i forced the situation, because it's to hard to get it "in live

I know that. Dupe will take that route only direct after deconstruct is done. When he runs out of air/bladder/hunger/sleep the navigation link is cut.
I have no problem with that ^^

Really ? REALLY ????

Damn, that make me crazy ....

I can deal with the lemmings behavior, not with this....

Luckily, the game have no fall damage, so each time they are idle due to this, i just dig around them, and they fall( and i still hope they will die from the fall, but it's never happens... )

5 hours ago, zergologist said:

Ya know that I had a very recent colony that had all 3 members entomb themselves building and digging

2AC3289A62B562E85505EE4F9338A9DFAB2261EA (1280×962)

Sad on dupe entombment. Klei needs to fix this

There is nothing, to "fix" at that point for me.
When you build that way, it could happen.
2 tiles high...

Very weird is, when you have an area, where dupes enter from the right and you dig a hole, two tiles deep.
When hole is digged and stuff sweeped, give the order to build a mesh tile at the top of the hole lock second free tile, not on top of second free tile..Test it..

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