Endzone - A World Apart

Endzone - A World Apart

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DarkMagic Jan 3, 2021 @ 4:51pm
Ya'll really gotta do something with the AI pathing in this game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2348823614 for context this person is going to work by wrapping around my hunters hut, if they had taken a left instead of a right they would have saved alot of time.

Edit: A few moments later they are taking the same path leaving work...
Last edited by DarkMagic; Jan 3, 2021 @ 4:53pm
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Showing 1-14 of 14 comments
Noobi Jan 3, 2021 @ 5:50pm 
I know its quite hard at early stages but have you considered to rebuild the hut? And the mountain don't offer much advantage to have a road closeby anyway
I do recommend try make orchards, they give a good amount of food
In the end this probably won't help your settlers with the path but it may help with the food
Try this
https://steamcommunity.com/sharedfiles/filedetails/?id=2348874094
DarkMagic Jan 3, 2021 @ 5:51pm 
Originally posted by Noobi:
I know its quite hard at early stages but have you considered to rebuild the hut? And the mountain don't offer much advantage to have a road closeby anyway
I do recommend try make orchards, they give a good amount of food
In the end this probably won't help your settlers with the path but it may help with the food
Problem isnt food, problem was that the pathing. The mountain has nothing to do with it either because you can't block the front of the buildings so its completely open yet they really wanna go around a empty lot and behind the charcoal pit to enter it.
Noobi Jan 3, 2021 @ 6:02pm 
Originally posted by DarkMagic:
Problem isnt food, problem was that the pathing. The mountain has nothing to do with it either because you can't block the front of the buildings so its completely open yet they really wanna go around a empty lot and behind the charcoal pit to enter it.
I didn't explain it well, my bad, I was mean to rebuild the hut not facing but siding with the storage, of course it won't solve the weird pathing, but it may easy your situation.

Edit. it was a charcoal pit, but still the same thought
Last edited by Noobi; Jan 3, 2021 @ 6:06pm
DarkMagic Jan 3, 2021 @ 6:04pm 
Originally posted by Noobi:
Originally posted by DarkMagic:
Problem isnt food, problem was that the pathing. The mountain has nothing to do with it either because you can't block the front of the buildings so its completely open yet they really wanna go around a empty lot and behind the charcoal pit to enter it.
I didn't explain it well, my bad, I was mean to rebuild the hut not facing but siding with the storage, of course it won't solve the weird pathing, but it may easy your situation.
Seems the pathing fixed on it's own at some point probably with the addition of the road being added. Still I hate to see what horrible pathing had taken place in my settlements and how much damage it caused up till now.
Noobi Jan 3, 2021 @ 6:17pm 
Originally posted by DarkMagic:
Seems the pathing fixed on it's own at some point probably with the addition of the road being added. Still I hate to see what horrible pathing had taken place in my settlements and how much damage it caused up till now.
Haha, I know what you mean, the AI some time drive me to madness
Here, I still don't know why they go all the way to the Electric Water Pump with the jetty by side and the lake full of water, they will take a long way and don't let the Pump tank be filled
https://steamcommunity.com/sharedfiles/filedetails/?id=2348897734
ZuluPower Jan 3, 2021 @ 7:40pm 
Originally posted by Noobi:
Originally posted by DarkMagic:
Seems the pathing fixed on it's own at some point probably with the addition of the road being added. Still I hate to see what horrible pathing had taken place in my settlements and how much damage it caused up till now.
Haha, I know what you mean, the AI some time drive me to madness
Here, I still don't know why they go all the way to the Electric Water Pump with the jetty by side and the lake full of water, they will take a long way and don't let the Pump tank be filled
https://steamcommunity.com/sharedfiles/filedetails/?id=2348897734

To order your settlers to get water from the jetty and not from the Electric Water Pump you need to turn the jetty ON and to turn the well OFF in the Water Tower building's interface (under Water Source).

And yes, building roads do actually help a lot with pathfinding but you have to be smart with road placement. Settlers usually take the shortest route to travel from one point to another, but if a road allows to travel faster they will favor the longer way.

You need to pay more attention to where the entrance of a building is located (the green bar when placing foundations). If you build roads all around the building they will go all around the building to find the entrance. You need to build roads leading to the entrance, not to the back of the building.

I hope this helps.
Noobi Jan 3, 2021 @ 8:04pm 
Originally posted by ZuluPower:
To order your settlers to get water from the jetty and not from the Electric Water Pump you need to turn the jetty ON and to turn the well OFF in the Water Tower building's interface (under Water Source).
I did turn on the Electric Water Pump just to show the case, it was to show the AI have some others issues, here I think, logically, would be priority to [Jetty > Rainwater Collector > Well/Pump] but it's not, also have the case that the Market collect water from Rainwater Collector, the Decontamination Kit deal with it , but still something annoying
ZuluPower Jan 3, 2021 @ 9:25pm 
Your screenshot shows the upgraded well (electric water pump) on OFF position in the water tower interface, as well as the other sources of water, thus it is not clear for your settlers which water source they should go first.

What seems logical to you is not necessarily obvious to your settlers. The player is the one in charge and we are given the choice to direct water carriers wherever we feel is going to work best with our own settlement layout. You should not assume your settlers are smart enough to prioritize one water source over another based on your own analysis of the current situation. You have to let them know what you want them to do.

It's actually pretty simple : water carriers will go where you tell them to go, and if you don't give them clear orders you should not expect your settlement to run as smoothly as you wish.

In my understanding of the game, since we don't have any control on what logisticians actually do, the market is a totally different matter.
Last edited by ZuluPower; Jan 3, 2021 @ 9:29pm
Noobi Jan 4, 2021 @ 5:24am 
Your screenshot shows the upgraded well (electric water pump) on OFF position in the water tower interface
They didn't update the WT yet with Electric Water Pump icon but they work as the same, repeating, I did turn on the Well/EWP to show the odd choice

What seems logical to you is not necessarily obvious to your settlers. The player is the one in charge and we are given the choice to direct water carriers wherever we feel is going to work best with our own settlement layout. You should not assume your settlers are smart enough to prioritize one water source over another based on your own analysis of the current situation. You have to let them know what you want them to do.

It's actually pretty simple : water carriers will go where you tell them to go, and if you don't give them clear orders you should not expect your settlement to run as smoothly as you wish.

In my understanding of the game, since we don't have any control on what logisticians actually do, the market is a totally different matter.
You are right, our logics aren't the same for them. There was a discussion along ago (already fixed) about Irrigator taking water from Rainwater Collector with a clean water source just by side and I'll comment something someone said before "I'll not drink toilet water just because it's available". This case is more like the same as order of building (now already corrected) to choose the order to go, still,I don't really wish any improvement/changes on this case

I was not complain the game, it was just to show there are many AI small issues and we have to deal with it wisely, it was my bad I didn't express the thoughts correct, sorry m(_ _)m
ZuluPower Jan 4, 2021 @ 5:55pm 
There's really no need for apologies, misunderstanding was on my side. I tried to reply the best I can and I hope it was of some help.

AI and pathfinding can be a real headache, not only for the devs to implement, but also for us players to understand how it works. Thanks to our feedback, which is always very much appreciated and taken into account by the devs, AI and pathfinding are being improved all the time and can only get better :)
Gentlymad | Kizzle Jan 10, 2021 @ 11:43pm 
Originally posted by ZuluPower:
There's really no need for apologies, misunderstanding was on my side. I tried to reply the best I can and I hope it was of some help.

AI and pathfinding can be a real headache, not only for the devs to implement, but also for us players to understand how it works. Thanks to our feedback, which is always very much appreciated and taken into account by the devs, AI and pathfinding are being improved all the time and can only get better :)

Thanks for understanding the situation so well! Yeah pathfinding indeed is a heavy task, specially when simulating so many settlers at once. We will be constantly improving it :)
Uncle-Bin Jan 12, 2021 @ 12:26am 
I really hope you will. I always get mad when I click on my scrapyard at a later stage of the game. My settlers have to travel quite some distance already, but when they decide to take a path around a montain which is ~50-100% longer than the alternative it's just maddening. ;-)
Assemble_Skoddy Jan 12, 2021 @ 4:17am 
Originally posted by Uncle-Bin:
I really hope you will. I always get mad when I click on my scrapyard at a later stage of the game. My settlers have to travel quite some distance already, but when they decide to take a path around a montain which is ~50-100% longer than the alternative it's just maddening. ;-)

Yeah, we can understand, but it's quite not easy :^)
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Date Posted: Jan 3, 2021 @ 4:51pm
Posts: 14