Beavers don't drink and eat at the nearest - needs fullfilment pathfinding and proximity issues
The Beaver at my farmhouse and gristmils (red crosses) go drinking at the water tank in the right upper corner (green circle) instead of the one direct besides the farmhouse (yellow arrow). Even after deleting the green one the beaver uses the tanks above the green ones (barely visible on the image).
This it the building order of my tanks.
I tried some other beavers the one in the bakery runs the longest possible way to drink water, skipping 7 nearer water tanks.
I expect the beavers to use the nearest possible tank or at least reasonable near.
Same with eating. Every warehouse in this area has all food supplys, but the beavers seem to run to the warehouse where they _first_ ate. (Last one is an estimation, but it seems that way, maybe it helps by searching for the bug.)
I also have a savegame which can reproduce this behavior.
Edit:
Beavers in screenshot were 60+
Young new grown up Beavers filling up died old ones drink and eat in the nearest spot. Is that intended?
Comments: 52
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02 Nov, '21
ChristianI noticed that, too.
1
It kind of negates the planning of "having everything available near crowded places" when the beavers are dying of thirst (icon above their head) but running huge distances and past several full water tanks to get a drink.
Edit: not only water, but food as well -
03 Nov, '21
FuryoftheStarsI think I know why this happens, at least in the case of water. Small water storage only allows 1 beaver at a time to queue for a drink. As such, if one queues up who happens to be far away, it essentially locks out that water storage until they arrive. I’ve gotten so I switch completely over to large water storage as soon as possible as they allow multiple to queue.
I made a suggestion to change this behavior: https://timberborn.featureupvote.com/suggestions/220615/small-water-tank-should-allow-more-than-1-beaver-to-queue -
06 Nov, '21
Max@FuryoftheStars this might be helpful but in my savegame (which i sent per mail) the beavers used the same storages for days. I clicked the beaver and looked where it drinks and eats. It was always the same but not nearest place.
So queuing might help, but is at least in my perspective it is not the reason for this behaviour. Because _No_ Beaver drunk and ate at the nearest storage until new beavers filled the working places near them. -
09 Nov, '21
pmduda AdminCould you please send save that reproduces this behavior to logs@mechanistr.com (if you haven't already)
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15 Nov, '21
MaxI already did it and linked a link to this post in the email
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05 Jan, '22
Gin Fuyou Admin"Beavers are travelling far to eat/drink when there is water/food right by them." (suggested by meestaShin on 2022-01-05), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Mar, '22
Belar MergedI have watched beavers walk right by a full water tank, go down 12 flights of stairs to a water tank 33 blocks away, get a drink, and go back. This causes a vast amount of work time to be lost traveling to some remote water tank. Not only do the beaver going for the drink waste time, but also the workers who refill the tank that have to make unnecessary trips.
How about making the beavers path find to the water/food source with the least deviation from the route to their next destination. -
27 Mar, '22
Gin Fuyou Admin"Beaver thirst pathing problem" (suggested by Belar on 2022-03-26), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Sep, '22
Jaddock MergedI'm currently using my golems for long distance transport and I have many full biofuel containers along the way. However, the golems ignore the containers as they belong to different districts.
Please at least allow golems to refill energy if they are right next to an energy source, no matter the district, instead of making very long and slow journeys home. Thank you! -
26 Sep, '22
Gin Fuyou Admin"Allow golems and beavers to refill at the closest supply." (suggested by Jaddock on 2022-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Blue MergedThis is kinda hard to explain, I hope I can get it across within the character limit...
Early in the game, I had 2 water pumps at opposite ends of a colony, quite a distance apart. It was after a drought in hard mode & I hadn't planned well - pretty much everyone was desperately thirsty. The two beavers employed at the pumps start pumping water. They were thirsty themselves, but they insisted on drinking only at THE OTHER pump. And what made things worse, they always seemed to get prioritised to drink over everyone else. What then unfolded was: they start pumping 1-2 water, stop pumping, run all across the entire colony, go to the other pump, drink 1 water (which means they are still thirsty), run all the way back to their own pump, pump 1 more water, then run across the map AGAIN to drink one more water... This basically meant nobody else got to drink & everyone died.
I noticed this halfway through, tried to stop it, failed, then shook my head while watching them all bite it. -
22 Dec, '22
Josh Curry MergedI've observed beavers that are assigned to work at the farmhouse go to a warehouse that is far away to eat when the farmhouse they work at has stores of the same kind of food.
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22 Dec, '22
Lars MergedAfter a drought, the water pumpers always stop pumping to fulfill their need of water, instead of using the one, they pump by their own. the problem this is causing is, that there won't be any water produced, cause they always run over the whole map instead of just drinking the water they just pumped.
greeting from germany -
23 Dec, '22
HeliosTXG MergedPlease, for the love of god, could we please get beavers working water pumps to just get a drink from the pumps as they work? I am so sick of entire districts dying of thirst during a drought because the beavers working the water pumps keep leaving every five seconds to meander across the district to try and get a drink, only for a closer beaver to get the last available water there, leading to the pump worker having to wander all the way back across the district again, still thirsty, only to repeat the same thing five seconds later. The water pumps are down to single digit efficiency, for god's sake.
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27 Dec, '22
Gin Fuyou Admin Merged"hungry farmer beavers are going to a warehouse far away instead of eating food in the farmhouse?" (suggested by Josh Curry on 2022-12-22), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Dec, '22
Gin Fuyou Admin Merged"Water Issue" (suggested by Lars on 2022-12-22), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Dec, '22
Gin Fuyou Admin Merged"Thirsty beavers on water pumps" (suggested by HeliosTXG on 2022-12-23), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Jan, '23
Bonejar MergedI did a quick check, but forgive me if this was already suggested: I like immersing myself by having my injured beavers resting and recovering in a little out of the way area away from all the hustle and bustle, so I ensure there's always a small water and food storage right next to them so they aren't running from their medical bed all the way downtown to get their food and water, but they never seem to opt for the storage buildings right next to them. New patients, old ones, it doesn't seem to matter; they never go for the supplies right next to them. Is there a priority system planned for something like that?
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04 Mar, '23
Gin Fuyou Admin Merged"Proximity Priority" (suggested by Bonejar on 2023-01-24), including upvotes (1) and comments (0), was merged into this suggestion.
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07 May, '23
Quax MergedI saw beavers with an urgent need of water or food going miles to eat or drink, ignoring a water or food container several times at there way.
I saw this especially after droughts - maybe because it's more visible as more beavers are in need. It seems to me that a hungry/thirsty beaver is heading to a source (farm or pumping station) instead of using the storages.
Please check this beaver-havior. I encouterd it while the game was around version 0,35 -
17 May, '23
Gin Fuyou Admin"Hungry / Thirsty Beaver don't go to the next available station" (suggested by Quax on 2023-05-07), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Jun, '23
Jo MergedTo get food or water, beavers always go to the building that is the fewest amount of blocks away from them, but they completely disregard the lenght of the path it takes to get there. Therefor they sometimes travel a lot further than they should.
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07 Jun, '23
Gin Fuyou Admin"Pathfinding" (suggested by Jo on 2023-06-05), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Jun, '23
Gin Fuyou Admin"Inefficient needs filling puts beaver in danger (going to drink or eat too far, thirsty pumpers)" (suggested by Blue on 2022-12-21), including upvotes (5) and comments (8), was merged into this suggestion.
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15 Jun, '23
RinkleStinkle MergedDespite adding local housing, wharehouse and water storage to outskirt "workcamps", (where I am building a dam, have a lumbermill and timbertrack, etc.) The beavers working there will walk clean to the other side of the district to sleep, eat and drink. It would be nice if when there is a "basic need" trigger it locks in the closest source to satisfy the need. this would not only assist in efficiency but also be more realistic in nature.
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08 Jul, '23
Gin Fuyou Admin"Basic need proximity locator" (suggested by RinkleStinkle on 2023-06-15), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Sep, '23
Justquackers MergedCurrently if not using multiple District Centers the toons tend to go to the last resource storage built for fuel/food/water/etc. Even if it is 256 blocks away.
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18 Sep, '23
Gin Fuyou Admin"Fix Pathing to find nearest fuel/food/water/etc" (suggested by Justquackers on 2023-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Sep, '23
Quax MergedI do not understand, how the hungry and thirsty beaver decide from which source he drink and feed. I have i.e. a beaver working in the distance, collecting metal. I've gave him a barrel, that is filled with water. He get the "thirsty-flag" and the next opportunity wandering the whole way to the district center to drink, ignoring his own barrel as well as several other driking posts.
I thought a time a beaver decides in the moment he get suffering the next source (which can be a bad desicsion, if he is currently carrying something far away), but with the example above this seems not true. I quite often see beavers wandering long deistances and wasting time feeding and drinking, so it seems to me there is some issue here. -
30 Sep, '23
Gin Fuyou Admin"hungry and thirsty beavers should search for the very next source" (suggested by Quax on 2023-09-29), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Oct, '23
benjamin MergedContaminated beavers do not appear to go to the nearest food storage area to feed or drink, but rather appear to go directly to the building that generates food or water, which is a problem specifically when they need to decontaminate. They come out of their pods and cross the entire village (at 25% of their speed) before returning there, even though I had specifically placed storage in front of the pods to avoid this. Obviously it takes so much more time for them decontaminate.
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06 Oct, '23
Gin Fuyou Admin"strange contaminated beaver nutrition spots" (suggested by benjamin on 2023-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Oct, '23
Quax MergedThere are already posts claiming that the way, a hungry or thirsty beaver find food is quit unclear and far away from the best.
With the contaminated beavers this issue becomes more severe: The attached poor little guy was contaminated when he was around mid fifty. Now he's 61 and neary not cured. This is mainly because he's wandering 70-90% of the time in the search of food and drink, ignoring the barrel and high tasty container next to the decon-pod. The combined penalty of thirst and contamination gives a 90%-speed-penalty. This is really hard if he wanders half the settlement to eat and drink.
Even sleep is an issue now. I saw him after eating going back to the pod, the long walk had last so long that he was totally exhausted and immediatly left the pod to go to bed (becoming hungry and thirsty again on his way...). -
12 Oct, '23
Gin Fuyou Admin"V5: Contaminated beavers and way finding issues (food, drink, even sleep)" (suggested by Quax on 2023-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Oct, '23
Spiritvale MergedI have decon pods set up with water tanks and and bread warehouse very near by. When the beavers need food, they go to the nearby warehouse. But when they need water they pass by the water tanks there and go much further away to a water pump or further tank. I thought maybe the big tank was somehow disliked because it was close to the badwater and I'd had a recent bad tide so I built a couple smaller ones further from bad water, but they walk right past those too and go all the way to the ones circled in blue. Is there some dynamic I am not aware of that determines where beavers get water? Why would contaminated beavers only leaving pods because they have become desperately thirsty drag their poor sick selves so far when there is multiple water sources right there?
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13 Oct, '23
Gin Fuyou Admin"Beavers do not access nearest water when leaving decon pods due to thirst" (suggested by Spiritvale on 2023-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Nov, '23
payynsI made a food stock nearby where my industries are, to limit the pathfinding. Unfortunately, the beaver never go eat/drink there, they always go back to the farm or another stock to satisfy their need. It's a little annoying as they lost a lot of times for that.
It would be great if they could locate the nearest stock of food to just go eat there instead of running all around the map to get it. -
21 Nov, '23
Gary MergedIt especially frustrates me when a thirsty beaver walks past a water tank but doesn't drink. They then drop their load and go to the farthest tank to get a drink, not the nearest. Please improve these crazy game mechanics. It's a joy to watch my beavers being super productive - not pathetically inefficient!
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23 Nov, '23
Gin Fuyou Admin"Better beaver routing, drinking & eating when passing a store." (suggested by Gary on 2023-11-21), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Jan
David MergedI'm building a Dirt Excavator far from my district. I setup a small water tank near the build site so that thirsty haulers and builders would have access to water without having to walk all the way back to the district. I just watched a thirsty builder drop off his supplies and not only walk past the small water tank, but walk past FOUR water tanks to travel halfway across the map to a water tank hear his house. It seems like they should prioritize whatever water tank is closest to them.
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19 Jan
Gin Fuyou Admin"Thirsty beavers walk past water tanks" (suggested by <Hidden> on 2024-01-18), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Jan
Lily IMA12 MergedFrom what I've seen, beavers target buildings in a radius. I've seen a thirsty beaver pass two water storages on the way to a third that was way on the other edge of town. Technically - as the bird flies that one was closer, but it puctuates another issue I've been having.
I've ignored the district feature, but I've also seen the wisdom in having food and water nodes placed adjacent to work sites. less travel time, less downtime, more planks! But I've run into another issue. Beavers aren't selected based on where they lodge. that, and when the roster of beaver to job is perfect, it's really hard to convince them to swap, not to mention a bit of a dice roll. (I really love the auto-swap added for the 'broken teeth' lumberjacks. Clean.)
If possible, I'd like to see a reshuffle of job assignments in the mornings, a means to manually select and direct beavers to certain jobs / lodging or locking them in (hat tip to the wheel of shame) -
19 Jan
Gin Fuyou Admin"Pathfinding - Beaver lodging and job travel distance bias" (suggested by <Hidden> on 2024-01-19), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Mar
Steve MergedI'm sure someone has mentioned this but I haven't really been able to find it.
The beavers don't always go to the nearest food or water distribution resource when they are thirsty or hungry. Scheduling to the nearest critical(food/water) resource would be more realistic as well as also encouraging better resource management and better resource availability.
Having a beaver go thirsty because they don't go to the nearest water tank just doesn't make sense. -
19 Mar
Gin Fuyou Admin"Schedule core needs to closest available resource no matter how many queued to that resource" (suggested by <Hidden> on 2024-03-13), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Mar
FayeThe solution to the problem seems pretty straightforward, better city planning, put the factories/industrial area right next to the storage, all storage together, and then the farms can be off on their own, put the pumps close to the storage. And then the only problem is sleeping which they only do once a day. Early on hard mode shouldn’t be a problem even, since it’s a small colony and they can run so far…put in as straight of roads as possible too…
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27 Mar
Craig HThis has been bugging me for a while. I have a store with 200 bread that is being largely ignored right near the housing, and they're all walking around hungry heading to the carrot store on the other side of the district.
They only started on the bread once all the carrots had gone. -
27 Mar
Gary MergedBeavers are often very inefficient workers. They take the long way around to the next job. They don't drink from the closest water store. They start a distant trip and are immediately hungry or thirsty and move slowly. This is very frustrating, especially in a crisis.
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28 Mar
Gin Fuyou Admin"Work efficiency is poor, bad routing, inefficient choices" (suggested by <Hidden> on 2024-03-27), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Apr
Itsme MergedInstead of drinking water, the beavers go into the water pump after drought for 5 days without drinking enough water to lose dehydration, entire population runs around dehydrated but won't drink the water. Also the pathing is messed up, they will haul water to a storage barrel that's further away around a corner and down stairs and back because it's technically "closer" but twice as far to walk, literally walking right by an empty barrel on the way.