Out of Cells to Process in Debug window, Stuck Colonists

Started by Klaatu, March 07, 2015, 02:03:50 AM

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Klaatu

I have a rather large colony and map. I am hitting a wall where possibly the pawn pathing is bugged out. The colonist pawns are either standing in place not moving, but not considered idle either, and are stuck in place. Possibly a pathing loop. In the debug log, xxx pawn pathing from x1,y1 to x2, y2, ran out of cells to process. Job Goto: or HaultoCell: (coordinates). This cycles between the various pawns that are stuck.

Is there any way to fix this other than deconstructing everything on my map? Obviously the cpu cycles spent wasted on this endless loop slows my game down.

I am still able to Draft the pawns, but the automated actions are not working.

Curiously not all pawns are affected, but enough are to signifigantly drag down the game.

Klaatu

Additionally, this affects breaking and broken prisoner pawns. They are unable to feed themselves. They pick up food, and put it down... and repeat. They do not actually manage to consume their meal.

I've worked around this by performing surgery on them and force-feeding them... but I've let prisoners die of starvation out of neglect because of this bug too.

Klaatu

I think this is caused by multiple stockpiles of different priorities for a given resource. Out of cells to process may mean a stockpile with a higher priority for a given resource type, but the pawn won't move the resource to a lower priority zone of the same resource type, while there's room in the lower priority zone, thus causing conflict because there's no room in the high priority zone, but room in the low. . . but the pawn cannot distinguish "I know there's room at a zone, let me go pick it up" and "there's no room at the destination, let me drop it", from "there's no room at high priority zone A, let me go to lower priority zone B instead".

Klaatu

Pawn fails to move item. Picks up and drops. Manual attempt to order pawn to haul item fails. Same thing occurs as prisoner fails to eat meal. Uncertain what is causing. There's only one stockpile destination to go to, and there's room. Pawn stuck 'standing' in place, but not idle.

skullywag

Think this is a known bug, the eating one for usre. Youll need to reload a previous save, no way round it.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Klaatu

Way too late for 'earlier save'.

So what's the cause and conditions if it is known? I've reduced the issues with cleared pathways but... it is still present.

skullywag

not sure but once it happens the colonist is doomed unless you can reload from before it happened.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Undecided

#7
Quote from: Klaatu on March 07, 2015, 02:03:50 AM
I have a rather large colony and map. I am hitting a wall where possibly the pawn pathing is bugged out. The colonist pawns are either standing in place not moving, but not considered idle either, and are stuck in place. Possibly a pathing loop. In the debug log, xxx pawn pathing from x1,y1 to x2, y2, ran out of cells to process. Job Goto: or HaultoCell: (coordinates). This cycles between the various pawns that are stuck.

Is there any way to fix this other than deconstructing everything on my map? Obviously the cpu cycles spent wasted on this endless loop slows my game down.

I am still able to Draft the pawns, but the automated actions are not working.

Curiously not all pawns are affected, but enough are to signifigantly drag down the game.

Had this bug for the first time today, too. It's worth noting that just yesterday I installed two mods relating to the movement of goods and pathing: Enhanced defence (has coal mines which auto-spawning coal onto the ground) and A2B, the conveyor belt mod. Since I never had this issue prior to installing these mods, I suspect they may be the culprit. Most likely it's A2B, as I recall some conveyor belt mods have in the past wrought havok on AI pathing and decision making in past builds of the game.

If you have A2B installed, try playing without it, perhaps?

EDIT: Worth noting that, for me, just restarting and then reloading the save seems to have "rebooted" the AI pathfinding and returned their behaviour to normal. Also try that.

Klaatu

Hey thanks! A2B was the cause. Now to get my colonists killed for other reasons.. like a mechanoid invasion they're not ready for.