This bug has existed in the base game as the cause of many trapped dupes, but it is exacerbated in the Spaced Out DLC where players cannot monitor all dupes simultaneously.
In the following arrangement of tiles, there is an asymmetric dupe path where dupes can only move one way, which results in trapped dupes.
On the left, Meep can leap from the left tile to the right tile; on the right, Abe cannot leap from the right tile to the left tile. The existence of the metal tile prevents Abe from leaping.
In the following gif, we show the navigation tree for Meep on the left tile; move Meep to the right tile; then show the navigation tree on the right tile. Observe that Meep cannot return to their origin.
In contrast to jumps (onto columns with height 2) where a dupe can move symmetrically, a dupe leap is currently asymmetric.
Note. From an investigation into the underlying path algorithm, we discovered that the leap transitions (x: 2, y: 1) and (x: 2, y: -1) have mismatching void_offsets. In contrast, the jump transitions (x: 1, y: 2) and (x: 1, y: -2) have matching void_offsets. Specifically, the void_offset for leaping down (x: 2, y: -1) appears to be missing a negative sign. By modding the game and introducing the negative sign, dupes are able leap in both direction symmetrically.
Construct the arrangement of tiles as shown in the example images. Place a dupe on the left tile. Move them to the right tile. Observe that they cannot return to the left tile.
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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.
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