Two Point Museum

Two Point Museum

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Guests walking right past the bathrooms
I saw a post earlier about guests not using the cafeteria.... I am having a similar issue, but at the other end of my guests.... The "output" end.

I have guests in "toilet discomfort" and they walk right by my clean, open, empty and fully functional bathrooms. Anyone else seeing this?
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Showing 1-13 of 13 comments
Not me, my game is working properly
Are they walking past one set of bathrooms to go to a set of bathrooms farther away? While I'm not seeing this or the cafeteria bug myself, something similar is happening to me with guards picking up donations. They'll walk past every full bucket in the building to go collect one on the far side instead, so my guests can't donate unless I go and add more buckets as picking the guard up and dropping them near another full bucket often doesn't reset their path. I'm starting to wonder if there is a character need targeting bug that's showing up in various aspects of the game in different ways but due to the same issue.
Guards walking past donation stands...or wandering OUTSIDE the facility.
Scientist or experts refusing to go into the analysis room, or do anything if placed there. Even with the Analysis training.
Janitors with firefighting training not putting out fires.

This seems to be a running bug effecting just about everything at the moment.
The Devs pushed a patch on the 7th of March in an effort to fix this but I'm seeing more and more of this weird/buggy behavior ever since...and I re-started my campaign after the patch dropped.

I think Jehsee De Bunn may be correct. There seems to be something not quite right with character interaction with placed rooms and/or objects.
Last edited by 6000 Chipmunks; Mar 11 @ 9:47pm
I figured out my toilet discomfort issue and my guests not using my bathrooms... and it may or may not be a bug.

After laughing at the gender identity questions on this forum, that seems to be exactly what it is. If I designate male and female only bathrooms, some guests get confused and won't use either. If I make all the bathrooms unisex, all my guests toilet discomfort issues go away.
Last edited by BillsFanMike; Mar 13 @ 8:45pm
There also appears to be some degree of "claiming" an object when choosing to go to it. For example, the reason a guard might walk past a full donation bin looks to be due to the fact that a different guard has already started walking toward it to empty it. So no other guard will do so, unless you give a manual order.

Bathroom toilets may be similar.
I bet that you are spot on correct... and that "claiming" happens with guests too. I've seen a line form for, for example, my claw machine, and guests in line numbers 2, 3 and 4 will stand there and wait for guest number 1 in line to show up because he/she "claimed" it first, even from clear on the other side of the museum.
Piperbird Mar 14 @ 10:28am 
I haven't had that yet, but I failed a health and safety thing for having no bathrooms. I have two bathrooms with 4 stalls each (open, clean, and working), and a third bathroom with 3 stalls just for staff. How do I have no bathrooms?
And your guests/staff are actually using them?
Piperbird Mar 14 @ 10:34am 
They are. I've had no issues with the bathrooms, other than they complain they have underwhelming decoration.
What are your bathroom designations? If you click on the door of the bathroom you can see the male/female/guest/staff designations.
Piperbird Mar 14 @ 12:08pm 
Open for everyone. I never bother changing the settings.
saramhr Mar 16 @ 3:04am 
I have a similar issue with attraction objects. All my guests are walking past all my attractions to the other end of the museum (supernatural location), when their status says they are on their way to the first attraction, to then walk all the way back to the start
Yes - also happens with lvl 100 museum 1800+ visitors while having 1-2 toilets per building block

But you actually dont need to get to 99% satisfaction. Toilet and Food seem to be internally calculated with less weigth so you can have them at 77-90% and still reach 99%.

Queuing- and pathing system has issues. All of that may affect game unlogically calculation for toilet/food completness.

I think some internel core engine features need to be improved first these then will indirectly fix and improve the queueing/pathing/fixing stack of desires/priorities correctly.

May also fix cops not hunting thieves, interactables next to each other having 99+ queues, no logically spreading of crowds etc. - they are simply a bit too stupid at the moment to say it like this. AI/behaviour engine for NPCs needs improvement.
Last edited by BiLL ƬӇЄ ƘƖƊ; Mar 16 @ 7:45am
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Date Posted: Mar 11 @ 6:52pm
Posts: 13