My test today was to see if the hearthlings could dig/rebuild a troglodyte house. The goal was to get a green roof where one could farm his carrots in peace.
Well, it’s doable… almost…
Let’s see what happens.
The first step was to plan an dig all the necessary. Of course, because this was a test only, the instant mining was more than welcome. Once done, the first step of the building could begin:
Then, the work stopped for some weird reason: apparently the hearthling couldn’t access this zone (red arrows):
The only actual solution to help them out was to build a few ladders in place of missing scaffoldings:
After a few minutes, the first step was completed.
The second step was building the upper part of the walls so I made my blue print and fatality, no one react at the build order. Here is the plan and probably why the hearthlings could not begin, some blocks were possibly unreachable at this state of their AI (blocks under the red arrows):
So cancelation and creation of a new blue print but this time, the upper part had to be divided in two phases. First I left the access to the suspicions blocks like this:
Then finally the second phase could end the building without more problems ending by the same the initial two steps construction.
SO definitively, the construction AI can receive much more love because scaffoldings are great but many times they are useless (a scaffolding to build 1 block on the ground? Come on! ) or misplaced (sometime one need to add a ladder to fix a situation) or missing (like today case in the inside of the house).
A little search on the board shows me the problem isn’t new at all! In my humble opinion, next to a better pathfinding, we do urgently need a stronger construction AI!
@sdee , I hope this illustrated feedback will help for further intern serious testing.
Btw, after all these efforts, the hearthlings were in need of cold beverage and tasty food, so quickly I end up the scenery like a typique french square with tables and seats in the shade of an ancient oak tree: