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Pathfinding breaks with transit tubes


Thunderoux
  • Branch: Live Branch Version: Windows Pending

If a construction order is placed and only accessed through a transit tube the dups will take forever/never reach the target. While waiting for materials it will keep showing items as available then become unavailable and then available again on reapet. I suspect that when transit tube is occupied by another dupe the path is no long valid. This make it unsustainable to use transit tubes for areas where more than one dupe go frequently.

 

When I cleared so a path with ladders the order was immediately scheduled.


Steps to Reproduce

Create a trafficked path where many dups need to access. Have 1 dupe wthat can deliver/construct and the rest do something else. The construction dupe will not finish and sometimes there is not even a order to construct.

Not sure if related but the jetpacks have some weird pathfinding issue too. Even if the dupes can use them to access an area they almost never do and instead I need to use ladders for them to reach the area which is weird.

 

Test with the solar panels in the save I provided. That is currently the buggy one.




User Feedback


@Thunderoux:

Transit tube access point's charge rate in relation to duplicant wants is slow.

Dupes will consider a transit tube entry point viable if it has enough charge, they'll even queue up to use it. Once its internal battery is depleted then it's no longer considered a valid pathing point until the charge is enough for them to use again.

Trickle charging will have that effect.

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Thanks for the response! There is power in the transit tube access point. Tried blocking the path back so tupe is only one way and allow them to climb the ladder. That allowed them to finish the construction. The dupes never consider to use jetsuits either to supply/construct but when I add ladders they finish it directly. Feels like there is something odd.

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