Kenshi
fuke Jan 28, 2014 @ 10:56pm
Characters obsessively opening a certain gate :D
All of my party members have become obsessed with a certain gate in the base I just made them build. For some reason they insist upon keeping this gate open no matter what.. I can close the gate but then if I tell them to do something, half of them will run to the gate and open it. Only that gate! I can make them do stuff as long as the gate is open. But if I tell them to do something while it is closed .. they insist on opening it first!!! I think they've gone crazy and I will have to kill them all because they keep obsessing over opening this damn gate and letting in the random starving murderers!
Last edited by fuke; Jan 28, 2014 @ 10:57pm
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Showing 1-15 of 21 comments
Hatsune Neko Gaming Jan 28, 2014 @ 11:03pm 
has noticed that distance helps.
i got two gates in my city and only when she is enar teh gate does she try and open it.
msot tiems she is far enough away and dosnt open it on her own.
DaBauce Jan 28, 2014 @ 11:03pm 
This is a wild guess but did you assign them a job to open that door? I know when i assigned a squad member to a mining job as soon as he got finished walking he would run to the rock pile. Go to the bottom right hand corner and it should says like open and there should be an X next to it.
Hatsune Neko Gaming Jan 28, 2014 @ 11:11pm 
no i dont.


but my gates are far away, i setup my walls this way.
i stand in the middle of where i want my base.
i got to max field of view and thats where i place my walls and gates.
also gives me alot of room to expand
FenrisUlf Jan 28, 2014 @ 11:18pm 
i got the same issue too............ they cant help but open the gate
Dopper Apr 22, 2016 @ 10:14am 
This bug has been with Kenshi since the release, I know it is annoying but try to make your character go as close as possible to the thing you want them to do (i.e dead body or stone mine) then activate it. This works in my case.
Aviticus Dragon Apr 22, 2016 @ 10:24am 
This has been a bug since the beginning and the dev hasnt been able to fix it apparently ;) its probably the most annoying one.
Last edited by Aviticus Dragon; Apr 22, 2016 @ 10:24am
Chompster Apr 22, 2016 @ 10:26am 
Try rebuilding the NavMesh when you have it open an closed.

CTRL + SHIFT + F11

This sometimes fixes it but i'v gotten to the point where even this doesn't seem to always work. It's really annoying and hope it's something they figure out. it's been an issue since forever..
Aurelia Apr 22, 2016 @ 10:38am 
Originally posted by Aviticus Dragon:
This has been a bug since the beginning and the dev hasnt been able to fix it apparently ;) its probably the most annoying one.

Indeed it has, and indeed it is... For both players and the developers :\
Had one person dedicatingly working on this for months and couldn't get it resolved.
Hatsune Neko Gaming Apr 22, 2016 @ 11:00am 
it was close to fixed ( V0.76.5 ) before Beta was released.
It was the only time my people rarely ever ran and opened the gate. thou it did still happen but was very rare.
Xakthos Apr 22, 2016 @ 11:18am 
Originally posted by HaTsUnE_NeKo:
no i dont.


but my gates are far away, i setup my walls this way.
i stand in the middle of where i want my base.
i got to max field of view and thats where i place my walls and gates.
also gives me alot of room to expand

I used to do that and I ended up with tons of npc spawns inside my base. Enough such that it was pointless to have walls. I guess it depends heavily on the location?
Bored Peon (Banned) Apr 22, 2016 @ 11:19am 
I think some of the issue is if you build things too close to a wall they go to run outside the walls to use an activation point. Then once the gate is open the pathfinding realizes it did not need to use the gate.

I think your workstations with large work areas are the culprit. Like in my current outpost the copper vein has a huge work area and my guy will run all the way around a building to reach it because it chose a workpoint near the wall. Then once it moves to dump ore into the box it is fine.
Last edited by Bored Peon; Apr 22, 2016 @ 11:20am
ROBINO Apr 22, 2016 @ 2:00pm 
i have the same issue
Sempervirens Apr 22, 2016 @ 2:18pm 
I used to never build walls because of this... or at least full enclosed walls, maybe a few for turrets or w/e. But river raptors... and the holy empire poken their noses around so now i just kinda deal with it. Sort of anoying but i just pretend my guys have some disorder about gates and imagine them saying "But the gates not open!!!" every time they run to it.
Aurelia Apr 22, 2016 @ 2:58pm 
Originally posted by wowmike4201:
I used to never build walls because of this... or at least full enclosed walls, maybe a few for turrets or w/e. But river raptors... and the holy empire poken their noses around so now i just kinda deal with it. Sort of anoying but i just pretend my guys have some disorder about gates and imagine them saying "But the gates not open!!!" every time they run to it.

It drives me nuts.. There are some times i'm so frustrated with it, that i almost want to send those units straight to the cannibals (old map) or fogmen (new map) and forget the exist.. Too bad that won't resolve the issue, and i'd feel awful letting them die anyway. If i kept doing that to everyone, i would be 100% out of workers all the time.



Originally posted by Bored Peon:
I think some of the issue is if you build things too close to a wall they go to run outside the walls to use an activation point. Then once the gate is open the pathfinding realizes it did not need to use the gate.

I think your workstations with large work areas are the culprit. Like in my current outpost the copper vein has a huge work area and my guy will run all the way around a building to reach it because it chose a workpoint near the wall. Then once it moves to dump ore into the box it is fine.

I wish it were that simple. But you can have machines in the middle of a largely walled outpost that are nowhere near the walls, or any other items, and the workers will not activate a new cycle of the machine until atleast one gate in your outpost is open. If you close the gate while they are at the machine, they will continue that current activation cycle of the machine, and then rush over to the gate immidiately after, open it, and then run back to the same spot they were at at the machine.

This does seem to only happen with outposts that don't have a massive open area. Like hatsune says, if you build a wall surrounding your base much much larger than you normally would, it doesn't seem to be a problem. I have a very large "arm" on my base with a gate at it's end and it seems to have also resolved the issue.
Bored Peon (Banned) Apr 22, 2016 @ 3:49pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=670883985

This one is not very large at all and the gate never gets opened.

Any chance it could be releated to squads or squad sizes? Probbaly not as it seems completely unrelated.

I built my walls first, then everything inside. Build order should not matter though because rebuilding the navmesh with cntrl shift f11 should resolve that?

Could the issue be with wall placement instead of the actual gate? Like maybe a broken gap from where sections meet? Then if there was such a tiny gap the unit would think it could go that way, but then realize it cna not, go open the gate to go around, but once gate open decides it didnt need gate open.
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Date Posted: Jan 28, 2014 @ 10:56pm
Posts: 21