Gate, Road block, No Entry - toggle / pause path or stair to stop beavers from going into badwater
In my first encounter of badtide, I tried to prevent my beavers going down the red river by deleting the only path that went under water. However, one of my beavers still went down the river to build a levee on the other side of the river. I had another path to go to the other side, but the beaver still chose the shortest path and get contaminated.
For my suggestion, the new building should look like the old district gate, used as a path or built on top of a path. When closed, the path is completely blocked like a fence and beavers can't go through. When opened, beavers can walk through normally.
It is useful when you can't divert the badwater away from your colony, at least you don't need to destroy the stairs every time badtide hit and rebuild them later.
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22 Jan, '24
Gin Fuyou SystemHighlighted comment
"Requests: "Beaver exclusion zone", "Addition of a water source where sewage is always mixed",,," (suggested by <Hidden> on 2024-01-21), including upvotes (1) and comments (0), was merged into this suggestion. -
29 Dec, '21
Taek MergedWhenever there is a little gap behind the house, beavers stay in the space, which interrupts building other structures. If there is a zoning function to mark where beavers can enter or not, it would be great.
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23 Jan, '22
Bishamon MergedOpen space behind a construction site can become a trap for beavers once construction is completed. There should be a way to mark areas as off limits so that beavers don’t become trapped during construction.
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24 Jan, '22
Gin Fuyou System Merged"Mark area as off limits" (suggested by Bishamon on 2022-01-23), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Oct, '23
a beaver MergedAllow us to "turn off" / prevent access to zones that are contaminated or about to be contaminated - maybe something like the district gate where we can quickly turn off all industry and in-progress constructions during the badtides.
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06 Oct, '23
Gin Fuyou System"Allow us to quarantine contaminated or polluted zones" (suggested by a beaver on 2023-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Oct, '23
ChrispyK412Instead of a gate as Lapis suggested (which by the way should look like the Geocities "under construction" sawhorses):
The lido and showers automatically mark themselves as "Block by Badwater" so the beavers avoid them. A toggle to mark stairs, platforms, and bridges to similarly mark them as "Do not Use" would also work for most situations to prevent contamination. This would also potentially be useful in regular use in the game to prevent beavers from accessing an area for other reasons. For fun you could have the model of each change to one wrapped in yellow caution tape when it is activated. -
07 Oct, '23
Jósef MergedThis, I imagine would function like a floodgate, but it would be for Paths. If you have a levee wall for a castle, you should be able to have a gate that can close in times of flooding, and open for beavers to get through and inside the walled off area. It would function similar to a floodgate, in that you can close and open it yourself. Yet I also think an automatic system could be involved, where a beaver is hired to close the gate should it come in contact with water. This would greatly improve building, and would be much appreciated by builders.
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07 Oct, '23
Gin Fuyou System"Flood Gate for Paths" (suggested by Jósef on 2023-10-07), including upvotes (1) and comments (1), was merged into this suggestion.
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13 Oct, '23
Chunkydoggo MergedNow that we have an enviromental threat directly to our sweet little beavers (badwater) we should probably add a few ways that we can manage it better.
I was thinking along the lines of Roadblocks like in the old city builder games like Pharoh, where the idea is that only certain workers can move past. I beleive the idea was iterated upon in later games where you could control the type of workers allowed past and the direction allowed.
This would go a long way to help us manage our little guys, as sometimes they make very odd, ineffecient or dangerous pathing choices. I think an easy start would be the ability to "turn off" single pieces of roads or staircases in the same way you can do with most buildings? -
13 Oct, '23
Gin Fuyou System"Pathfinding, Roadblocks and directional roads" (suggested by Chunkydoggo on 2023-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Oct, '23
PsychicMonkey MergedCurrently with the experimental bad water if you have stairs built in areas that might flood during a badtide, our beavers will continue to use the stairs and become contaminated. The current options to prevent this from happening would be to pause building or buildings in the area flooded with bad water, or delete the stairs. It would be a nice feature to just be able to pause the stairs or add a gate that would prevent beavers from creating a path through the bad water.
You can see in the attached image that with the stairs placed where they are the path that they create would cause beavers to enter bad water. It's also the shortest path to the buildings. Beavers will prefer to go down the stairs than to safely build from the elevated levees. I can either delete these stairs thereby removing the option to path down a level entirely, or pause all building in the area so the beavers no longer think to move there. -
20 Oct, '23
Jcheung System"Allow stairs to be turned off to prevent beavers from using them." (suggested by Ian on 2023-10-19), including upvotes (2) and comments (0), was merged into this suggestion.
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26 Oct, '23
PsychicMonkey MergedI enjoy the new bad water mechanics and I appreciate the new danger it poses to the beavers both to their health and to their food. However If I build a route into a water source that is subject to badtides there is a chance that they will route through there without thinking, get sick, and eventually die. This is all the more difficult because the decontamination beds are a mid-late game building.
You can see in the image the issue where the closest path is down the stairs and through the water. My only other options is to delete the paths or stairs which would prevent the beavers from pathing through the water.
What would be helpful is to have a gate on the stairs, or just a toggle that would allow us to block off access. Even better would be to limit access to bots only or no access. -
26 Oct, '23
Jcheung System"Allow stairs to be turned off to prevent beavers from using them." (suggested by PsychicMonkey on 2023-10-26), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jan, '24
hazeruna MergedRequests for additional functions: "Beaver exclusion zone", "Addition of a water source where sewage is always mixed", "Official map with the information on the left"
"Beaver Exclusion Zone"
I would like to be able to create maps to create areas where beavers cannot enter no matter what they do.
Currently, I think it would be possible to do it by lining up two ruins, but it would take up the appearance and width of the map.
I would like you to create a 1x1 square where you can place objects that beavers cannot enter.
"Additional water sources that are constantly mixed with sewage"
Even now, if you add a sewage source near the water source, you can create a water source that is always mixed with sewage.
I would like to create something that always generates a water source mixed with sewage using a single object.
I think that if you could adjust what percentage of wastewater is mixed in with the water source, you would have even more freedom in map creation... -
23 Jan, '24
Gin Fuyou AdminBecause it was a list of unrelated suggestions, they never get any notable number of votes so they are closed as "feedback" or merged into anything similar immediately. I'm still not sure what you meant about ruins, so please, next time describe the idea in more details so even a dummy like moderator could understand it, and each particular suggestion in separate topic.
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13 Feb, '24
Gin Fuyou System"PAUSE STAIRS" (suggested by <Hidden> on 2024-02-08), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Feb, '24
Eric MergedI would like the option or perhaps just a permanent to change to the logic of the beavers so they won't try to go through bad water unless they absolutely have to, or say if it's a priority job.
Too many times I build a path through bad water to facilitate construction, blink and 1/3 of my beavers are contaminated because the new path is something like two cells shorter. -
20 Feb, '24
Jcheung System"Passage permitting only robots or only beaver" (suggested by <Hidden> on 2024-02-19), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Feb, '24
Esteban Egred MergedWe can make an entrance or door or fence door to the paths so we can allow and close the doors so the beaver can pass or not to that path, will help when the water is contaminated so we can block that path and make the beavers be health and dont go inside the water to build or recolect or something
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23 Feb, '24
Gin Fuyou System"Bad Water Beaver Logic Pathing Options" (suggested by <Hidden> on 2024-02-18), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Feb, '24
Gin Fuyou System"Doors or entrance to the path" (suggested by <Hidden> on 2024-02-20), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Mar, '24
Octavi MergedThere should be something that forbids beavers to go automatically to the badwater. For example, when you want to build using robots because there is badwater on the area, you should be able to point or decide to the construction what are you going to use, or beavers o robots.
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04 Mar, '24
LemLems MergedIt would be handy if we could add and remove 'no entry' signs on pathways. My beavers were working in the area where i divert the bad water tide to when it happens. When i knew the bad tide was coming i set all the tasks in that area to the lowest priority to try to encourage the beavers to leave the area but some still persisted with working in that area and got contaminated. It would be nice to have a way to temporarily evacuate the area, or at least stop new beavers from going into it for a while.
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05 Mar, '24
Gin Fuyou Admin Mergedwhat of you need them to go into badwater? To complete a critical building for example. Merging with more specific topic
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05 Mar, '24
Gin Fuyou System"Beavers cant be that stupid of just swim in badwater." (suggested by <Hidden> on 2024-03-03), including upvotes (1) and comments (1), was merged into this suggestion.
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06 Mar, '24
Gin Fuyou System"Ability to temporarily set 'No Entry' signs on pathways" (suggested by <Hidden> on 2024-03-04), including upvotes (1) and comments (0), was merged into this suggestion.
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02 May, '24
Hawkeight MergedI propose a stop/go gate that can be switched at the press of a button. This is not a district gate but a pathway gate: in which you can direct where Beavers can and cannot go.
so basically if you have a pathway that's prone to flooding with bad water for example you can press stop so Beavers stop from walking into the hazard then press go when the problem passes.
"Without this gate, Beavers would find themselves walking into all sorts of dangers" -
06 May, '24
Gin Fuyou System"pathway Gates (you shall not pass)" (suggested by <Hidden> on 2024-05-02), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Jul, '24
Andrew MergedAny chance we can have some sort of barrier added that we can add to pathways that can be opened or closed either manually or automatically during bad tides? This would help prevent the beavers from going through pathways that can be flooded by bad water and force them to find another route around.
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13 Aug, '24
Gin Fuyou System"Path Barriers" (suggested by <Hidden> on 2024-07-20), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Aug, '24
Nico MergedWith the addition of badtides I've found myself often having to delete pathways that I've created temporarily for buildings around or in water.
Stopping beavers from going into badwater due to an unfinished task is currently only possible through demolishing the access. Having the ability to "lock" those paths so the AI doesn't consider it valid would be a nice quality of life improvement. Preferably with something similar to the mark for demolish action making the path invalid, however a kind of barrier or gate that you can manually open/close would also be a valid option.
While I get that building in ways that prevent such a situation from happening certainly is an option too. this feature would also make it possible to stop them from gathering resources that dropped from demolishing buildings because sometimes making them lowest priotity isn't enough. -
15 Aug, '24
Tom MergedWhen badtides start, it's common to want to pause work on buildings in a large area (wherever the badwater is going, or wherever the bevers have to cross badwater to get there. It's also common to want beavers to build something, but only to take a certain route to get there (e.g. walk along an elevated platform and build from above, rather than walking through badwater to build from below).
Being able to mark large areas as "beavers are not allowed to enter this area" would help greatly. If this mechanic is seen as too powerful, perhaps it could be tempered by requiring you to build a fence with gates that can be locked closed to keep beavers out. This could give the "wood fence" item more use than just beautification. -
22 Aug, '24
Gin Fuyou System"Being able to lock paths via either an command or building." (suggested by <Hidden> on 2024-08-13), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Aug, '24
Gin Fuyou System"Area exclusion" (suggested by <Hidden> on 2024-08-15), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Aug, '24
Gin Fuyou System"No Entry Zone for Beavers - off-limits area" (suggested by <Hidden> on 2021-12-29), including upvotes (3) and comments (2), was merged into this suggestion.
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16 Sep, '24
LinaBoeckwurmAdding my voice to the choir here:
I really want the option to "pause" a path or stairs, the same way you can pause buildings. So beavers don't go into badwater.
In a similar fashion, I would love the option to select a bulk of builds that aren't done yet to mass pause their building. For example, the big dam you're building that's now surrounded by badwater. So you don't have to pause each individual levee. -
29 Sep, '24
Zildjian MergedI think there should be a gate that you can put on a path or a stair case that closes and opens that path, like for instance a badtide
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03 Oct, '24
Gin Fuyou System"stopping the use of a pathway during badtide" (suggested by <Hidden> on 2024-09-29), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Oct, '24
Atenek MergedA bunch of my beavers just up and walked down the stairs into badwater.
I think somethink should be able to prevent that.
Something like a walkability toggle on stairs.
When you click on a stair you can set it to one of the following:
- always walkable - beavers will always use it if it's the shortest path to their destination
- if safe walkable - beavers will use them if the tiles the stairs are on is not covered in badwater
- never walkable - beavers will never use it (Dunno why this would be useful but keeping it in case)
I think default setting should be always walkable - setting things in bulk would be tedious.
This should make these critters less suicidal.
Image attached to show what I mean. -
12 Oct, '24
Gin Fuyou System"Ability to pause stairs" (suggested by <Hidden> on 2024-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Oct, '24
TenrouseiI think that having a gateway that allows to set an area accessable for bots only would be awesome so they can build in areas safely with badwater where beavers would be contaminated. But maybe that would be a different suggestion =)
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13 Oct, '24
TenrouseiI need to add that i like the idea of having stairs being able to have that ability too. maybe as an additional building like the platform over a path or stair can make this possible.
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19 Nov, '24
Cherie MergedCurrently with 61 contaminated beavers due to unforeseen badwater flooding. Setting under construction items they're trying to access as paused, but they still love running in the badwater. The "closed" option for bridges and stairs would be a toggle for each individual bridge/stair, with an option to "temporarily close all submerged bridges/stairs." Understandably it would cause backup of all processes and would be an emergency measure.
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25 Nov, '24
Gin Fuyou System""Closed" option for bridges and stairs" (suggested by <Hidden> on 2024-11-19), including upvotes (1) and comments (0), was merged into this suggestion.