r/RimWorld • u/-o0Zeke0o- • 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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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.
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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
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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.
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u/-o0Zeke0o- 1d ago
I stopped using common sense a while ago so its the distance thing most likely
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u/HEYO19191 1d ago
Can I ask why?
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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
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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.
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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
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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
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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.
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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)
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u/31November Space Doggunism 1d ago
RIP Ugh, you made this community so much better
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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
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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.
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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.
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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
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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.
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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.
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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
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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?
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u/Rusturion 1d ago
Seems unlikely, considering this has never been modded.
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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
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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.
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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
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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
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u/Mrburnsys 1d ago
First off I love how did the kitchen it looks very nice, second, what mod adds those nice looking fridges?
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u/-o0Zeke0o- 1d ago
Should be this one
https://steamcommunity.com/sharedfiles/filedetails/?id=3486264784
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u/DeadShot64 1d ago
Which mod provides those shelves? I was using a stack mod, but I've been having issues with it recently.
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u/NPCKing 1d ago
Maybe they're trying to eat the meals that are closer to expiring?
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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
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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.
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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.
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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.
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u/Random_Nickname274 1d ago
I assume they search most expensive/best food first (simple meal in this situation)
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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.
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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.
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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.
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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
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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?
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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.
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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.
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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!?"
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1d ago
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u/-o0Zeke0o- 1d ago edited 1d ago
Thats just highmates expanded
So a windshield wiper fluid cat girl
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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