Some workers should ignore paths while working (not optimal pathfinding)
I've noticed this the most with my lumberjacks, but assume this would affect any flag worker and potentially farmers and others that do their work "off-path", but if there's a path that cuts nearby, they have a bad tendency of going to/following that path around and then go off-path to their work, even if that results in longer transit time (like in the case where the path cuts through on the back side of their work area and loops around it, and where they're currently working is near this path). It's not a 100% of the time, but it's often enough to make me grind my teeth at times.
Comments: 15
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29 Sep, '21
Gin Fuyou AdminHave you actually timed that it takes more time, given that supposedly paths give a movement bonus. (At least they did in demo, and at the moment building range is notably increased along roads)
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29 Sep, '21
FuryoftheStarsFrom what I can tell, since the changes with districts and all, paths no longer give that bonus. I've seen beavers moving parallel where one is on a path and one isn't and they are traveling at the same speed.
More over, some of the times this occurs, even if paths did give a movement bonus, it'd have to be near 100% in order for it to make sense. I'll see if I can purposely recreate this at some point and capture a screenshot. -
30 Sep, '21
FuryoftheStarsOk, here's the promised screenshot: https://imgur.com/2eJKS9r
The beaver (circled red) picked up a log from a cut tree (circled blue) then walked the whole way around the path (I let the game run after taking the screenshot to verify) to the lumberjack flag (circled green).
Definitely took longer. -
30 Sep, '21
Gin Fuyou AdminOk, I've attached screencap, it indeed looks questionable in the context, marking it as bug for devs to consider further
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04 Oct, '21
Grayson C MergedToday, while building an aqueduct, I noticed that my beavers will prefer to use the paths I set up to reach construction sites, *even when that route is much slower than walking directly across empty tiles*. This only seems to happen when the tile under construction has a path adjacent to it. To mitigate the effect on build times, I've taken to drawing a ton of paths that spiderweb around large build sites and then destroying the paths later. This seems like it might be against the spirit of the pathing mechanic.
Instead, beavers who are walking to a construction/construction-material-hauling task should probably consider taking shortcuts rather than always following set paths when available. -
06 Oct, '21
Gin Fuyou Admin"Beavers should not use paths to reach construction sites when it results in a suboptimal route." (suggested by Grayson C on 2021-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Oct, '21
Gin Fuyou AdminI've also observed such behaviour, looks indeed inefficient, I vote it up.
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02 Jan, '22
crimsonking MergedBeavers follow roads only if they're workers and only when they're not recollecting/chopping trees. This is a bit weird.
I mean, let's say the road from the lumberjack's post to the log pile isn't the shortest path. The lumberjack will waste time along the road while transporting logs (fine), but while chopping trees he will go wherever he pleases with no problem whatsoever (weird, isn't it?).
Moreover, children and unemployed beavers can roam wherever they want, while workers can only walk on roads, regardless if they're transporting something or not.
I understand buildings have to be connected by roads by design etc. but I think beavers in genral could be more "flexible" when computing the optimal path from one place to another. Roads could have some "speed boost" but any terrain should be considered.
After all, I could just put roads everywhere and force the algorithm to do the math for me, but that's just tedious. -
02 Jan, '22
Ben MergedNoticed that some of the beavers were trying to get into a lodge walking the long way around (blue arrows), instead of taking the stairs that lead directly to the door (green arrow). And the long way is only connected by the corner to the space with the door, so they can't even get in that way. I placed a dam block there and that seems to have stopped them from trying to take that path.
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02 Jan, '22
Gin Fuyou Admin"Shortest path improvements" (suggested by crimsonking on 2022-01-02), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jan, '22
Gin Fuyou Admin"Pathfinding with stairs" (suggested by Ben on 2022-01-02), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Sep, '22
The_Hb_Hero MergedMy lumberjacks walk a long distance around on a path after chopping down a tree instead of walking right back to their flag.
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20 Sep, '22
FuryoftheStars Merged -
20 Sep, '22
Gin Fuyou Admin MergedThanks, FuryoftheStars
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20 Sep, '22
Gin Fuyou Admin"Lumberjacks walking long distances" (suggested by The_Hb_Hero on 2022-09-19), including upvotes (2) and comments (2), was merged into this suggestion.