Spacewalkers make poor pathing choices through airlocks #32

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opened 2016-02-15 03:48:11 +00:00 by bryceharrington · 1 comment
bryceharrington commented 2016-02-15 03:48:11 +00:00 (Migrated from gitlab.com)

Build airlocks on opposite sides of your base. Invariably the crew members end up picking the least optimal airlock to get whereever they're going.

Actually I think the bad pathing stands out because if they picked the short path they'd be through and done relatively quickly, but the long route means they're in transit a long time so you have a lot more opportunities to notice them and wonder what the heck they're doing.

My guess is that when the crew member wants to enter or leave the station, they iterate through each airlock starting with the most optimal but if that one is occupied they disregard it and look to the next. If you have several crew that want to go in the same direction but their timing is a bit off, some will make it into the optimal airlock, and the rest of them will have to go through some other airlock. This becomes particularly aggravating when you have several miners, security, or builders all of whom you want to do some big job, but Joe and Larry were too slow to the airlock and now are hiking to the other end of the base to use the furthest possible airlock. For derelict exploration this can even be dangerous since the first part of the group will be waiting and may run out of air or worse.

The crew member should always first pick the most efficient airlock to use. If it is occupied they should select a different airlock if the other airlock is less than, say, 20 squares away from the first one. If it is further than that, it is probably better to just stand in line at the proper one.

Build airlocks on opposite sides of your base. Invariably the crew members end up picking the least optimal airlock to get whereever they're going. Actually I think the bad pathing stands out because if they picked the short path they'd be through and done relatively quickly, but the long route means they're in transit a long time so you have a lot more opportunities to notice them and wonder what the heck they're doing. My guess is that when the crew member wants to enter or leave the station, they iterate through each airlock starting with the most optimal but if that one is occupied they disregard it and look to the next. If you have several crew that want to go in the same direction but their timing is a bit off, some will make it into the optimal airlock, and the rest of them will have to go through some other airlock. This becomes particularly aggravating when you have several miners, security, or builders all of whom you want to do some big job, but Joe and Larry were too slow to the airlock and now are hiking to the other end of the base to use the furthest possible airlock. For derelict exploration this can even be dangerous since the first part of the group will be waiting and may run out of air or worse. The crew member should always first pick the most efficient airlock to use. If it is occupied they should select a different airlock if the other airlock is less than, say, 20 squares away from the first one. If it is further than that, it is probably better to just stand in line at the proper one.
bryceharrington commented 2016-04-07 19:19:12 +00:00 (Migrated from gitlab.com)

http://steamcommunity.com/app/246090/discussions/0/365163686062022050/

  • The AI doesn't take into account how many people are in a part of the base vs how many people that part of the base's life support can handle when deciding whether to enter a part of the base through an airlock.
http://steamcommunity.com/app/246090/discussions/0/365163686062022050/ - The AI doesn't take into account how many people are in a part of the base vs how many people that part of the base's life support can handle when deciding whether to enter a part of the base through an airlock.
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