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Author Topic: Path Not Found, Although He Just Walked It  (Read 463 times)

Stormcaller

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Path Not Found, Although He Just Walked It
« on: November 14, 2007, 10:52:00 pm »

Really annoying thing here- I've got a setup like this:

code:
=============================
 |ooo|  

And the three o's are levers, in their own little alcove. The mechanic walked out, installed all three, separate trip for each of course, and I then q'd up linkages for each one. The mechanic came out and linked the middle one, but said he could not find a path to the other two. So I designated the areas around the levers to be dug. Miners came out, mined the squares, walked off. Try again. Can't do it. Tried setting up the path to them as high traffic, added a second path. No luck. I then dug out a path wide enough that two wagons dragged sideways could fit, all the way to the levers. No go.

I tried activating the Mechanic, then stationed him next to the levers. No problem. Immediately deactivated and q'd up the task. Suspended for lack of path. Miners walked past, I set one up as a Mechanic. One lever linkage was A, the other again became S. Miner walked towards the Mechanic shop at the end of the hallway (far right). Once he got about 20 squares away, he suspended the job because there was no path to the levers.

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0x517A5D

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Re: Path Not Found, Although He Just Walked It
« Reply #1 on: November 14, 2007, 11:08:00 pm »

In the old version, "path not found" often meant the mechanic needed to move a rock out of the way, but couldn't find an adjacent square to move it to, because all adjacent squares were also marked for pending trap installation.  Digging channels in tight tunnels did the same thing.

That's all I can think of.

Try designating any objects on/near those squares as dumpable, and set up a garbage dump area.  After they're moved, enable the jobs again.

Please post your results, I'd really like to know.

0x517A5D

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Klokjammer

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Re: Path Not Found, Although He Just Walked It
« Reply #2 on: November 15, 2007, 12:49:00 am »

I got an error like this when linking to a floodgate.  He apparently wanted to link the floodgate from the wrong side (the side that got flooded), possibly because that was the side the floodgate was installed.  Not only that, the other (non-flooded) side was a longer trip (not by much) than the flooded side.  I guess  it finds the quickest way to the floodgate, and locks course, and if there is an obstruction (i.e. flooded pit), he suspends the task.

If you were trying to link to a floodgate, the mechanic may not have been able to get the the front  :roll: of the floodgate.  Remember they link to the lever after the other object (door/floodgate/bridge/etc.).  So if the object is still unlinked it means that object is the problem, not the lever.

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Code: [Select]
g  <-  This is a goat
g  <-  This is a goblin mason
g  <-  This is a gremlin covered in white paint

Does everyone understand the difference now?

Sean Mirrsen

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Re: Path Not Found, Although He Just Walked It
« Reply #3 on: November 15, 2007, 04:20:00 am »

I've got a weird problem with a windmill. Usually it suffices to stick a staircase next to it, and it can be built. But that time, I got a "path not found" to a mill I was building, despite the fact that four dwarves already found a way to it, bringing the logs necessary for construction. Part of the problem was me having to carve a channel through a nearby mountain (was kinda stupid of me, really) to fit the 3x3 structure on the gearbox I placed below. Once I cut a ramp down the floor of the channel, the mill got built fine.
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Stormcaller

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Re: Path Not Found, Although He Just Walked It
« Reply #4 on: November 15, 2007, 09:03:00 am »

quote:
Originally posted by 0x517A5D:
<STRONG>Try designating any objects on/near those squares as dumpable, and set up a garbage dump area.  After they're moved, enable the jobs again.

Please post your results, I'd really like to know.

0x517A5D</STRONG>


Nothing to dump- the path's dug out of red sand.

 

quote:
Originally posted by Klokjammer:
<STRONG>I got an error like this when linking to a floodgate. He apparently wanted to link the floodgate from the wrong side (the side that got flooded), possibly because that was the side the floodgate was installed. Not only that, the other (non-flooded) side was a longer trip (not by much) than the flooded side. I guess it finds the quickest way to the floodgate, and locks course, and if there is an obstruction (i.e. flooded pit), he suspends the task.

If you were trying to link to a floodgate, the mechanic may not have been able to get the the front of the floodgate. Remember they link to the lever after the other object (door/floodgate/bridge/etc.). So if the object is still unlinked it means that object is the problem, not the lever.</STRONG>


I can definitively say that this isn't the case for at least one of the floodgates, and likely both. You see, the corridor continues 1 wide for a good ways, stopping just short of a brook. There's a floodgate (lever 1), wall grate (lever 2) and then a long section of corridor where the south side is open to a very large channeled room, which I dug out to be my water supply/fishing hole. Then on the far east side of that section is another floodgate (lever 3) and then, a bit further, what was meant to be an alcove for the levers.

Due to the arrangement of the floodgates, grate, and hallway, any dwarves who installed them from the West side would still be in that hallway, because the only way to exit the area is on the East side of all three. There's no dwarves present in the hall or the bottom of the pit. Ergo, installation must have taken place from the East, making that the front.

And yes, the lever 3 floodgate should, then, block passage to the lever 1 floodgate. I considered that this morning. So suspending linkage to lever 1 makes sense. However, lever 3 and the floodgate it's linked to are both easily accessible, which means the problem still exists.

[ November 15, 2007: Message edited by: Stormcaller ]

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Hypcso

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Re: Path Not Found, Although He Just Walked It
« Reply #5 on: November 15, 2007, 04:01:00 pm »

Are the mechanisms you're trying to use accessable?
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Stormcaller

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Re: Path Not Found, Although He Just Walked It
« Reply #6 on: November 15, 2007, 08:33:00 pm »

Yup. Have one Mechanic shop, and only one Mechanic. He made the trip from the shop to install the levers, went back, got a mechanism, hooked up lever 2 for the grate, left again... and then declared there was no path.
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Stormcaller

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Re: Path Not Found, Although He Just Walked It
« Reply #7 on: November 15, 2007, 09:27:00 pm »

Just to see if rebuilding everything would help, I ordered all three levers, both floodgates, and the grating to be deconstructed.

Sure enough, they could find 'em all without a problem. Linking, however...

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