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will fix that for you
Or maybe it doesn't have a nav mesh at any level, I'll need to test that.
Edit: replaced all the third floor hanging floor tiles with regular floor tiles, which definitely have a nav mesh, and NPCs still refuse to path onto it to return to their jobs if they're moved to one of the rooms up there. They will immediately escape if I connect the third floor to the second floor via a U-shaped stairwell though. Time to start redesigning that wing of the vault again.
I find that most of the Pathfinding AI issues arise from the use of certain Doorways. Particularly Doorway Endcaps. Like, I can attach 2 door modules fine, but never a doorway endcap with another door module. However, a Doorway Endcap and a standard module seems to work fine.
I think you may be misunderstanding, because it's impossible to have a fourth atrium floor.
I'm not saying everything from the third floor and up is unusable (residential wing is 5 floors, NPCs go up and down that with no problems, but that's because they use the U-shaped stairwell in the back), I'm saying that specifically the walkway built inside the third floor of the atrium loses its nav mesh somehow, thus rendering it impossible for NPCs to go to rooms on the third floor if they're only accessible via the atrium.
I'll fire the game up and give you a screenshot of it. I have a youtube tour of it, but I don't like pimping my channel.
Here's Floor 1:
http://steamcommunity.com/sharedfiles/filedetails/?id=745825400
Floor 2
http://steamcommunity.com/sharedfiles/filedetails/?id=745825502
Floor 3 Catwalk
http://steamcommunity.com/sharedfiles/filedetails/?id=745825624
Like I said, the NPCs have no trouble using my catwalk, though they did when I first built it with doorway modules. They would (Like you describe) just stop and sit in place.
Starting to get a better picture of what's bugging out then, time to head back in to test.
Yeah, they use the 2nd floor without issue. Well, sometimes they stop for a few seconds, but then continue on their way. I think that's more related to other NPCs blocking the path, or using an item they wanted (most notably slot machines, I have lines for the Slot Machines...)
Nope. Despite all that, despite the bridge leading straight into the residential wing (with just one atrium ceiling & floor tile between the bridge and the doorway), the NPC is trapped on the bridge.
I feel like I'm playing the Sims again, except without the satisfaction of seeing them actually starve to death because they can't find the way out.
My settlers seem very attracted to a high midpoint in the atrium cavern. I had a bridge like yours and they all huddled up half way across. I removed the bridge and watched the hilarious sight of them walking back up around then falling off the walkway trying to get back on the missing bridge.
Then I built some rooms outside and above the atrium and they totally loved that, all crowding in the corner nearest the middle point of the cavern.
The only path issues I've seen have to do with misalignments between sections where one door is slightly off vertically from another one. They'll resolutely refuse to transit that doorway until it's aligned, then they have no problems at all.
That slight vertical misalignment seems to come from starting a floor off with an atrium floor panel on a stairwell, without an atrium door section between them.
I tried using player.moveto to teleport to one of the settlers that did manage to escape and wound up in front of the Castle, but couldn't find the settler anywhere near there.
I noticed you have a police station up on the third floor and it looks like you can only get to it through the atrium, do the settlers have any problems pathing to there if you order them to?