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Balloon artist is stunned if: no route to printing pod


DC2
  • Branch: Live Branch Version: Linux Fixed

## Current behavior

The balloon artists, when overjoyed, get "stunned in place" not doing anything, if there's no route to the printing pod.

 

## Why this is problematic

My base has evolved until the living area is far from the printing pod. (It's my first game! Relatable?) To prevent travel I lock the printing pod room during downtime, wanting my dupes to mingle in the recreation rooms instead. Still, the balloon artists seem predetermined to go to the pod and will get stuck right after they finish eating.

 

## More test results

- If the pod is disabled before the start of "overjoyed downtime", the balloon artist will go to the recreation room to hand out balloons. (This is the only solution I found. Con: no printing)

- If the pod room is locked before the start of "overjoyed downtime", the balloon artist gets stuck.

- If the pod is disabled during "overjoyed downtime", the balloon artist gets stuck.

- "Enable proximity" in priorities is irrelevant here. (Congrats! That old bug is history now.)

 

## Recommended fix

- If a balloon artist has no route to the pod, go to e.g. the recreation room to hand out balloons, similar to how regular dupes resolve their location preference during downtime.

- (Alternatively, if you want to be really weird, support Auto Input for the printing pod to turn it on/off.)

 

## Environment

I disabled all mods while testing this on U54-646843-V. 

player.log was captured after I tested all scenarios.


Steps to Reproduce

Get a overjoyed balloon artist. Prepare a functioning recreation room with one functioning recreation building. Lock the room of the printing pod. Start a downtime schedule block. Observe: everyone else goes to the recreation room. But if the balloon artist's current "errand" is "Joy Reaction", they stay immobile, with their sprite in the big-eye state, unable to move.

  • Like 2



User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

a big issue with the BalloonStandCellSensor is the fact that it once targeted rec rooms and the printing pod was supposed to be a "backup" spot. Nowadays it essentially never targets a rec room because the upper nav-cost bound is 50, which is the equivalent to 5 tiles and it only checks those tiles if its already inside a rec room.

This check also sits in an "Update" Method that runs once per tick, which is rather inefficient.

 

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This issue could be more general than balloon artists. Dupe's "want to do" and "can do" seem to use inconsistent pathfinding results.

Even when the game is paused, sometimes a dupe's info box displays a rapidly shuffling loop of errand changes. When unpaused, the dupe is stuck in place. My guess is that during errand assignment the pathfinding concludes "reachable" but once the dupe selects the errand the pathfinding concludes "unreachable". Note this happens even at pause time.

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I have the exact same bug for me. Windows Steam Version, Spaced out. The silly issue with this one is that I have a Mini Pod, inside a Recreation Room, but it still bugs. Ever since I launched the dupe from home base (With a Big Printing Pod) when he was overjoyed but didnt give him time to do the balloons. He was bugging for a whole day on the rocke, and any new days where he is overjoyed he is stunned. I can only get him to move by doing a Red Alert, Yellow Alert, or just changing his schedule block to Sleep. When the game is Paused, and I hover over his info box, it starts looping the Status of "Balloon Artist" over and over and over again

20250925075813_1.jpg

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