Pathfinding - should avoid badwater as much as possible when heading to a destination.
Beavers seems to not care at all about the presence of badwater and go through it even if there is a reasonable path with no badwater available to them to go to their intended destination. Considering how fast a beaver gets contaminated (in seconds), without proper pathfinding in which beavers try to go around the badwater when possible, this makes the badwater feature more of a painful challenge rather than a fun challenge.
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15 Jul, '25
SparksandEmbersHighlighted comment
I saw my beavers travel around 100, maybe even 200, blocks without a path, to build something, traveling through badwater to do so. The construction was next to a path. I have no idea why this happened. -
08 Jan, '24
MaomanAgreed. I have to deal with two dozen contaminated beavers now because they kept using a slightly shorter water route during a badwater tide when a perfectly good dam with a walkway was just a dozen or so blocks further away.
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25 Jan, '24
NikolayI've seen a beaver cross 10 tiles of badwater to go to a contemplation place.
I've seen beavers go into badwater to complete construction projects I don't really care about.
I've seen beavers commute to their workplace over badwater to cut some dead trees somewhere far way.
> go around the badwater when possible
I would make this stronger and they that beavers should never ever voluntarily get into bad water.
Beavers know badwater is deadly. I value beavers. Let beavers also value beavers.
The alternative is a lot of micromanagement - making sure that there is no possible path crossing badwater and that no construction task will be misinterpreted by the beavers. Also this highly discourages building a couple of stairs to cross the river early game. -
22 Feb, '24
TomThere should be one exception to this - that it beavers should enter badwater if it's the only way to reach a construction project, *and* there's no other construction projects of equal or higher priority still incomplete (so that they won't enter badwater to complete a row of platforms over it, but instead complete the platforms one at a time from the top). I *do* want to be able to tell my beavers "no really, you need to get stinky because this *has* to get finished", but I want the normal behaviour to be to stay out of the badwater unless it's *absolutely* necessary.
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18 Apr, '24
JonathanInstead of using a painstakingly-built, safe path that went to my current build site, fourteen builders traveled down a dead-end stairs (I used to build dams earlier) into badwater to travel a very long *pathless* distance.
I could sort of get it if there was a problems not routing beavers through the badwater, but it didn't even use a path to irradiate my workforce. -
20 Apr, '24
officialNecroI would prefer this to be either a toggle per building and per district. You'd be able to set the default behavior of how beavers of a district handles badwater obstacles and then individually set labor buildings. The goal there is obvious, during a badwater season I don't want my beaver doing stuff that could lead to contamination, so by default I would have the district set to avoid badwater. However, at some point I build a few decontamination pods after which I don't mind the builders of one building going into the badwater to complete an essential project.
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28 May, '24
Steve MergedCurrently beavers will happily wade through toxic sludge if by doing so they save a single tile in distance to their destination. Make beavers at least have some intelligence in pathing if a safer route avoiding badwater is available, or allow colony wide options for a tolerance, ie - 25% less efficient path, 50% etc. Sometimes I've even see them take longer paths to build terrain that forces them into badwater, instead of just building the same stretch from a different position where they'd be fine.
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02 Jun, '24
Gin Fuyou Admin MergedKeep in mind that more intelligent pathing means even higher calculation load on CPU
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02 Jun, '24
Gin Fuyou System"Intelligent obstacle pathing" (suggested by <Hidden> on 2024-05-28), including upvotes (1) and comments (1), was merged into this suggestion.
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14 Jun, '24
Brett MergedBeavers should path to jobs following the shortest AND safest path. I have a very clear safe path to a build but there is a shorter path by a couple blocks through badwater. The beavers should prefer paths without hazards (badwater only currently, but not sure if you may add more in the future) even if longer. You could also have them prefer the shortest path with the least amount of time in badwater but I understand that may be more complex. Also, you can give players a toggle to turn off safety if speed is a concern
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19 Jun, '24
Gin Fuyou System"Safe Pathing" (suggested by <Hidden> on 2024-06-14), including upvotes (1) and comments (0), was merged into this suggestion.