r/RimWorld 1d ago

PC Help/Bug (Mod) Why do my colonists never take food from the closest place? is it because my fridge priority is critical so they try to keep it full?

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834 Upvotes

68 comments sorted by

587

u/Prism-96 1d ago

the real reason is because when the search for food is triggered it simply finds the meal back there first due to straight distance, even if the walk would have the meals in the fridge closer

292

u/meatloafenjoyee 1d ago

How is this oriented with the rest of the base? They could be queueing up the eat task from the other side of the fridge and be “closer” to that meal.

130

u/-o0Zeke0o- 1d ago

That's exactly what i was thinking maybe it's a distance check instead of a path distance check for optimization

30

u/Kechvel 🍖 Meat is meat 💀 1d ago

RimWorld has always checked the distance when searching for the closest thing, disregarding the obstacles. And if I remember correctly, if you have mod Common Sense enabled, colonist will prioritize eating more spoiled meals, hence go for the shelf one.

7

u/-o0Zeke0o- 1d ago

I stopped using common sense a while ago so its the distance thing most likely

1

u/HEYO19191 1d ago

Can I ask why?

7

u/-o0Zeke0o- 1d ago

Nothing annoying or bad really, i just had it always installed and never seen rimworld without it, so i unsubscribed to see if it changes anything in my gameplay or if i found something that annoyed me to get it again

And i haven't really found it so i didn't install it back but i think there's some things it does like ppl clean their work station before using it but my base is always clean cuz my highmate does that so I don't use it for now

88

u/mattt_b 1d ago

From my subjective experience, pathing seems to be disconnected to any other logic or decisions the game makes. One example I can think of is that zone restrictions have zero effect on pathing choices. They can't select a tile outside of their assigned zone as a destination or interact with objects, but they can and will walk outside of their assigned zones if the pathing is faster. Ive lost multiple pawns to sleeping mechs before I understood this.

48

u/Phormitago 1d ago

Yup. Learned this the hard way when playing with lava kill boxes. Gotta make sure they have a faster shortcut or they will try to walk through the 900c room regardless of zoning

44

u/witchy-washy 1d ago

listen, we’ve all been there. you don’t want to go around the long way so you go through the OSHA violation room rigged with multiple looney toons style traps. all of us are lazy sometimes

4

u/Dakramar 1d ago

Too real

3

u/Emotional-Original97 1d ago

Can confirm, still do this...

1

u/goodsnpr 1d ago

Try zoning out the back for most colonists?

117

u/hasslehawk 1d ago edited 18h ago

The mod Room Food fixes this.

(RIP to ugh, the author)

Edit: an updated / maintained version of the mod can be found here. Thanks to Darius below.

86

u/DariusWolfe DariusWolfePlays 1d ago

Continued version here: https://steamcommunity.com/sharedfiles/filedetails/?id=3530729319&searchtext=room+food

(Still good to link to the original, out of respect)

12

u/31November Space Doggunism 1d ago

RIP Ugh, you made this community so much better

4

u/RFLC1996 1d ago

This is how I find out he died o7

2

u/Naskva wood 17h ago

Same, christ that's dark. It was one of their parents who announced the death as well 😣

24

u/-o0Zeke0o- 1d ago

Omg thank you thats really good I don't know of any reason this mod would be bad its better this way and yeah rip to him i just got back to rimworld the day he died somehow but he seemed like a chill guy

41

u/DeathHopper [Poor] Plasteel underwear 1d ago

Sometimes this happens because the fridge is already "reserved" by another distant pawn that's on their way to grab a meal.

17

u/colBoh ♪ Hard Times, Come Again No More~ ♪ 1d ago

Yes. This is one of the most frustrating things about the game, and I haven't seen any mods that fix it. I have absolutely no idea why two pawns can't take something from the same stack.

7

u/-o0Zeke0o- 1d ago

It's weird, it's probably cause when an item is stacked it saves as a single one but with a value being the amount and a texture displaying depending on how much there is

Since it's all one item, only one pawn can be assigned to that stack / item

That's my guess as a programmer

8

u/NerdPunkFu 1d ago

It's not just per stack, it's per tile. If you have a shelf, then only one pawn can take or place stuff onto each tile of that shelf. This becomes really obvious when you have a storage mod with large capacity single tile storage places.

3

u/-o0Zeke0o- 1d ago

This mod is giving me 2 options cuz it has 2 stacks, but the container itself is in one tile, it's weird though

i still think you're right though because with others it doesn't let me choose

1

u/colBoh ♪ Hard Times, Come Again No More~ ♪ 1d ago

I'm not a programmer, outside of a few mods for this game, but it doesn't feel like it'd be a hard fix.

If the stack has a value, then it makes sense that more than one pawn should be able to take from said stack, and if the value of the stack reaches zero, then no more pawns can take from that stack.

It might work similar to the code that allows several pawns to load stuff into a transport pod, for example, or like the "Share the Load" mod, where multiple pawns can deliver material for a building under construction.

I know that would involve tinkering with the game's C# code, but still.

2

u/-o0Zeke0o- 1d ago

Yeah but the problem would be you would need a new value called borrowed

For example a pawn needs to grab x20 steel or x15 steel from a x20 steel stack, then another pawn imagine it paths to that same steel stack

Once one grabs the steel stack, there's no more for the other guy that pathed there because it all got grabbed by the first pawn

So yeah stacks should have a borrowed value, when a pawn is pathing to it and needs to grab some, it should have a value like "borrowed: 15" so other pawns know there might not be enough for them on that stack

1

u/colBoh ♪ Hard Times, Come Again No More~ ♪ 1d ago

I wonder if someone on the Rimworld mod Discord, who's done C# coding mods before, before could do it?

2

u/Rusturion 1d ago

Seems unlikely, considering this has never been modded.

2

u/-o0Zeke0o- 11h ago

Yeah, probably the way stacks are codded, items stack in a single tile and are considered ONE object with x amount for optimization

I once was making an inventory system and when the player had 10 dirt blocks i had each one saved separately and i realized i was wasting too much space and processing on data when all the blocks were exactly the same so i added an "amount" value to that block so i could group all into one object

1

u/Rusturion 11h ago

Makes sense. Probably not super hard to change for Ludeon, but difficult or impossible to mod. And it makes sense that massive performance issues are the reason.

2

u/haveanullberry 1d ago

Just tested it without mods and pawns can all grab food from the same stack simultaneously just fine. Dunno if rimfridge works differently

15

u/-o0Zeke0o- 1d ago

they sometimes do take from the fridge even if there's food there i think they're just stupid idk anymore

9

u/Mrburnsys 1d ago

First off I love how did the kitchen it looks very nice, second, what mod adds those nice looking fridges?

6

u/-o0Zeke0o- 1d ago

1

u/Mrburnsys 1d ago

Thanks, And the other storage mods they made also look very high quality!

5

u/DeadShot64 1d ago

Which mod provides those shelves? I was using a stack mod, but I've been having issues with it recently.

1

u/ushighway69 1d ago

Reel's Expanded Storage

3

u/NPCKing 1d ago

Maybe they're trying to eat the meals that are closer to expiring?

2

u/-o0Zeke0o- 1d ago

Hmmm i dont think so I've set the priority of the fridges to critical, the storage freezer has just "normal" so the oldest meals are in the fridges, while the ones without space on the storage freezer, when there's a free space in the fridges they move it from the storage to there

2

u/renz004 1d ago

Do you have any ingredients in the meals banned/not allowed?

They will often go for the tastiest food first as well

2

u/Large-Treacle-8328 1d ago

The ai pathfinds the closest storage upon queueing the need for food, so if another storage is closer when they get hungry, they'll go to that first.

I only allow meals in my fridges that are inside my dining room for this reason.

1

u/Tobiferous 1d ago

I've noticed that there's sometimes a strange bug with this fridge mod in that sometimes a fridge is "reserved" or something so pawns won't haul to it until you uninstall and reinstall it. I haven't used those fridges for meals, so I'd suggest trying the double chest fridge to see if the issue repeats.

1

u/marc512 1d ago

I removed the fridges mod because my colony starved. No idea why they wouldn't take any meals from fridges. The meals also didn't show up in the counter. I'd set my cooker to keep 40 meals for my 4 colonists. Unless they eat 40 meals a day then I think meals in fridges 2as the problem.

1

u/Random_Nickname274 1d ago

I assume they search most expensive/best food first (simple meal in this situation)

1

u/Specific-Screen1629 1d ago

What mod are you using for the shelves?

1

u/DNOTBHs 1d ago

Yo what mod adds those fridges?

1

u/lothurBR 1d ago

From which mod is the gigantic fridge?

1

u/Immediate-Ice7118 1d ago

The best way to kind of go around this happening is to set your colonist to an area that is relatively close to where your pawn is.

1

u/Woofie_ 1d ago

Try putting that fridge thing into utmost priority so meals will be placed there first before the shelves works with me

1

u/Colley619 1d ago

Go into their food settings and disallow them from eating raw food, and then only allow crafted meals to go in the fridges up front. You’ll never have this issue again.

1

u/Gabriel_Mendes_ 1d ago

dumb colonist you have hum

1

u/WeepingMushroom granite 1d ago

If they are cooking a higher quality meal it can require multiple ingredients. They may be grabbing from the closer shelf without you realizing it and then grabbing another ingredient to make the higher quality meal.

1

u/Ropll-me-a-d100 1d ago

What mod are the shelves and fridges from? Your base it steller btw. I'd like to see larger screenshots

1

u/NotoRotoPotato me pulling up in my cosmic crackhouse 1d ago

may I ask why you have a cuck chair on the right side of your screen?

2

u/-o0Zeke0o- 1d ago

the image is cropped but that's where they beat their meat i mean butcher

1

u/WheredMyMomeyGo 1d ago

I read something previously that said the time to remove from the shelf can impact which one they take it from, especially with modes shelves.

1

u/Gremlin95x 1d ago

Pawns are weird about food. I’ve had a few colonies with no food restrictions that flat out refused to eat entirely. I had to manually tell each one to eat. They wouldn’t touch food on the ground, in storage, or even meals in their inventory. And I play without mods.

2

u/Hobbvots 12h ago

They are idiots when it comes to food. "Id rather eat this dog kibble and raw stinging nettles than go all the way back to the base for a lavish gourmet meal... urgh ate disliked food why me!?"

1

u/Majestic-Maize-1169 19h ago

Why are there furries in your colony?

1

u/RoboticNick 19h ago

You could have first meal work order limited to a very small range

1

u/Ruisuki Fury 13h ago

Probably meal plan but also distance seems to be different from travel time. A fridge on the other side of a wall might take longer to get to (going around hallways) but is still technically closer than somewhere that's faster to get to but is further away

-13

u/[deleted] 1d ago

[removed] — view removed comment

10

u/-o0Zeke0o- 1d ago edited 1d ago

Thats just highmates expanded

So a windshield wiper fluid cat girl

0

u/dullimander jade 1d ago

How is that relevant to the question?