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Weird patchfinding


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I'm playing this game for almost a week now and i've noticed something strange regarding the pathfinding of my dupes. as you can see in the attached screenshot to get from one side of my water treatment plant (still in the making) the dupes rather chose to take the much slower route using the ladders i build as some kind of bride over the water basins then the much faster route 2 levels above with the storage compactors.

ONI pathfinding.jpg

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The system wont differ between flat surface, ladders and "tile-gap-tile". Its just the distance what is calculated. And for that, the distance on the lower level is much shorter, as the distance 2 levels above would be.

Pathfinding ist very CPU-consuming after all. You always want to keep it simple while efficient. Priority to simple.

 

Suggestion: Build a wall of tiles in the middle over your water storages, or remove 2 ladders. So dupes can access them from both sides, but would be prevented to pass through. (In your screenshot, the top one has a pump, which is 2 tiles wide, and the cant pass, because its one tile to wide to jump.)

16 minutes ago, SharraShimada said:

Pathfinding ist very CPU-consuming after all. You always want to keep it simple while efficient. Priority to simple.

Giving slow movement a pathfinding cost penalty is very easy and ONI already has it for fire pole climbing.

9 hours ago, ImpalerWrG said:

The Pathing is simply giving the ladders the same travel time as a walkable floor and thus dose not see the the true travel times is longer.

This is a simple fix if you know pathfinding algorithms.

i'm not looking for an explanation, i'm looking for a fix. (the dev's fixing it mind you, not a way to make them use the fast route as i know how to do that)

Correct me if I'm wrong but oni still only uses 1 core, right?

If so I think the real fix for a lot of trouble (pathfinding from potato-hell not calculating speed buffs, critters choking your cpu, liquid and gas movement calculations, etc...) would be to finally give us multicore usage!

"Put your hands together and pray to klei to lead us to the promised land where fps flow like milk and honey for thy mega-bases have stuttered for too long." Meep 13:37

Here's another idea - fix your ladders so dupes walk ON them, not THROUGH them. If you put ladders 1 tile lower so that they're acting like a floor after dupes enter the long rooms, dupes will (mostly) step ON the ladders. So, instead of having 1 fast path and 5 slow paths, make all paths fast.

if i'd do that then i wouldn't be able to fit the pumps and filters in there anymore. but as i said, i'm not looking for a "solution" (i could just lock the doors and block off this route completely), i'm pointing this behaviour out so it can potentially be addressed.

 

happy frog is happy.jpg

Well, that game is all about design. I don't know why you would make the room 4 tiles high and put the ladders there so it's uncomfortable and slow for dupes to pass and then frown at them for passing?

Even if I wanted to, I obviously can't fix the code for you so that dupes choose the most optimal route. but you can try to find a way to work with the rules that you have.

If you want to see strange behavior, have a look at some ladder and pole experiments I did and explain to me why duplicants will try to climb up/down instead of going through - basically they choose the longer and slower way in this case.

image.thumb.png.bf44b995496bb2020c2ef298616e7c39.png

So yea, I know that pathfinding isn't perfect, but I tried to find a way to build things so that dupes travel efficiently. You should try to do that, too. :)

16 hours ago, TheJollyKraut said:

who asked you to fix anything? why are you still arguing? i'm not interested in any explaining or any suggestions from you. how are you not getting that?

Then stop posting. If you keep posting, then you obviously care about the replies. The only replies you will get here are other people arguing about weird pathfinding, not pats on the back for being the 50th person to notice weird pathfinding.

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