Saturnus Posted October 23, 2018 Share Posted October 23, 2018 Here's how the pathing for one Shove Vole looks on a new map. Because it can dig through neutronium tiles at the edges of the map it can literally reach 90% of the map. And remember, each time it moves it recalculates all the possible options. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/ Share on other sites More sharing options...
Sasza22 Posted October 23, 2018 Share Posted October 23, 2018 They shouldn`t be able to dig through neutronium. It would be an easy fix to this. I wonder why the devs didn`t notice that yet. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101657 Share on other sites More sharing options...
SackMaggie Posted October 23, 2018 Share Posted October 23, 2018 LOL I wouldn't surprise if shove vole appear in my newly created base. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101697 Share on other sites More sharing options...
SakuraKoi Posted October 23, 2018 Share Posted October 23, 2018 welp, am I glad that I have no Neutronium... wait... nvm Seriously, the designers should reconsider that only refined metals and Abyssalite is the limit. Instead make them only dig through Mafic Rock, Granite and Regolith. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101724 Share on other sites More sharing options...
Sasza22 Posted October 23, 2018 Share Posted October 23, 2018 2 hours ago, SakuraKoi said: Seriously, the designers should reconsider that only refined metals and Abyssalite is the limit. Instead make them only dig through Mafic Rock, Granite and Regolith. I would base it on the hardness so it doesn`t path through anyhting harder than 200 (abyssalite) and disable pathing through artificial tiles so it doesn`t sneak through the PoI. It would make containing them easier as well. I`m not sure why it has to be a refined metal wall. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101797 Share on other sites More sharing options...
Oozinator Posted October 23, 2018 Share Posted October 23, 2018 I was hunting more then two hours a vole, by digging corridors and it escaped very easy. Dunno where it is now, could rest in magma. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101866 Share on other sites More sharing options...
chemie Posted October 23, 2018 Share Posted October 23, 2018 Kill all shove moles Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101931 Share on other sites More sharing options...
The Flying Fox Posted October 23, 2018 Share Posted October 23, 2018 7 hours ago, Saturnus said: Here's how the pathing for one Shove Vole looks on a new map. Because it can dig through neutronium tiles at the edges of the map it can literally reach 90% of the map. And remember, each time it moves it recalculates all the possible options. You know... since we're talking about just creatures here. I would think there should just be a limit to the number of 'steps' that the pathing algorithm calculates out for each creature. There is no reason, that I can think of, for creatures to 'know' how to path more then maybe... 20 cells away from themselves, at that moment. So, it could calculate about 20 steps away from the creature. Randomly pick where it wants to move the creature to, then recalculate another 20 steps from that spot. In my mind, the behavior of creatures in this game would be no different if their pathing was limited in this way. Yet, I'd imagine this would save quite a bit of CPU time, especially when you have a lot of creatures around. A dupe, on the other hand, needs to be able to figure out everywhere they can possibly get. (Of course) Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1101950 Share on other sites More sharing options...
Oozinator Posted October 23, 2018 Share Posted October 23, 2018 For puff creature it was the same at the beginning and now its limited, i bet klei will fix it sooner or sooner. ^^ Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102051 Share on other sites More sharing options...
psusi Posted October 23, 2018 Share Posted October 23, 2018 Wow, does anything in this update work right? Why the heck can they eat through regular tiles? You can only contain them in refined metal tiles? Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102082 Share on other sites More sharing options...
GnyoR Posted October 24, 2018 Share Posted October 24, 2018 Shove Voles are really troublemaker.. cuz I didn't wanted to extinguish those critters, I rather chose to capture 4 Voles and locked them into steel-metal tile room which has steel mech door, also. I killed all the other Voles which were quite hard to capture. At first I seemed to work just fine. The path navigation of Voles were only fixed inside that small room and Voles laid their eggs inside the prison. But when I look on the space Vole prison time to time, some of them made success on jailbreak and crawling over nearby tiles. I really don't know what's happening on there. (You can see in the screenshot.) I'm suspicious over save / load process, cuz jailbreak didn't happened when I play for long time without reloading the game. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102544 Share on other sites More sharing options...
Fischer_L Posted October 24, 2018 Share Posted October 24, 2018 30 minutes ago, GnyoR said: Shove Voles are really troublemaker.. cuz I didn't wanted to extinguish those critters, I rather chose to capture 4 Voles and locked them into steel-metal tile room which has steel mech door, also. I killed all the other Voles which were quite hard to capture. At first I seemed to work just fine. The path navigation of Voles were only fixed inside that small room and Voles laid their eggs inside the prison. But when I look on the space Vole prison time to time, some of them made success on jailbreak and crawling over nearby tiles. I really don't know what's happening on there. (You can see in the screenshot.) I'm suspicious over save / load process, cuz jailbreak didn't happened when I play for long time without reloading the game. Probably, if you permitted dupe access, then when dupes collected eggs shell or meat, some voles escaped through open door(especialy since it unpowered). Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102561 Share on other sites More sharing options...
Neotuck Posted October 24, 2018 Share Posted October 24, 2018 9 minutes ago, Fischer_L said: Probably, if you permitted dupe access, then when dupes collected eggs shell or meat, some voles escaped through open door(especialy since it unpowered). This is why I seal it completely with metal tiles. If they still escape then must be a bug You can still collect shells and meat with sweepers and not have to worry about overheating if the room is filled with hydrogen and a few wheezies Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102568 Share on other sites More sharing options...
GnyoR Posted October 24, 2018 Share Posted October 24, 2018 31 minutes ago, Fischer_L said: Probably, if you permitted dupe access, then when dupes collected eggs shell or meat, some voles escaped through open door(especialy since it unpowered). I also assumed that, so I unchecked the entering direction of that door after the first escape. the screenshot happended after that, so I don't really know how this happens. Edit) I run the game and just found out I prohibited opposite direction .. But I don't remember any unreachable alert.. There should be some mistakes I made. I'll check out for whether jailbreak happens again. Thanks. 19 minutes ago, Neotuck said: This is why I seal it completely with metal tiles. If they still escape then must be a bug You can still collect shells and meat with sweepers and not have to worry about overheating if the room is filled with hydrogen and a few wheezies Yeah, I'm planning for some Vole Ranching when other things get stabilized. I'll try your ideas there, thanks! Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102575 Share on other sites More sharing options...
babba Posted October 25, 2018 Share Posted October 25, 2018 Wow, I really missed this - Probably because I changed the entire map to Neutronium in the first second to keep the games frame rate up. Shove Vole killed by debug mode I dont even know how they look ! I dont do mass production ranching anymore, takes too much cpu time... What about "Shove Voles with Jetpacks ? Jetpack Shove Voles" -> Try to say that ten times after a few shots ! Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102757 Share on other sites More sharing options...
crypticorb Posted October 25, 2018 Share Posted October 25, 2018 Will shove voles path through water? I'm wondering if a water-lock can keep them from escaping, because as @GnyoR demonstrated, even a sealed box with steel mechanized doors cannot keep them in if dupes are passing through. The other option is the old drecko island ranch, with zero access to the island except by ladders. I had some success isolating one vole by sticking it's egg on a 1-tile wide floating island, with zero access except by ladder. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102770 Share on other sites More sharing options...
PhailRaptor Posted October 25, 2018 Share Posted October 25, 2018 1 hour ago, crypticorb said: The other option is the old drecko island ranch, with zero access to the island except by ladders. I had some success isolating one vole by sticking it's egg on a 1-tile wide floating island, with zero access except by ladder. This has merit, however, the catch is the combination of their tile creation excretion mechanic, and the fact that unlike Dreckos, Vole eggs do not adhere to walls or ceiling. So you would have to set up a Miner Bot and some Auto-Sweepers/Conveyors to deal with created tiles and dropped eggs, to ensure they STAY contained. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102798 Share on other sites More sharing options...
Gnarmaw Posted October 25, 2018 Share Posted October 25, 2018 What about simply using Pneumatic Doors? That door prevents other critters from passing trough even if the doors are temporary open. Link to comment https://forums.kleientertainment.com/forums/topic/97315-shove-vole-pathing-breaks-the-game/#findComment-1102967 Share on other sites More sharing options...
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