Is it possible to block or navcut a road in-game so NPCs go around?

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spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Fri Jan 28, 2022 2:09 am

I've built a base that seems to straddle a basegame roadway. It's not a huge area, but it straddles two biomes and lets me bootstrap food production.

Problem is that visitors - benign or otherwise - want to use the road that goes thru the base. Desperately. The Western Hive caravan will come to my gate and make their pitch, ok, great, no problem - but when that interaction ends, they follow the road INTO my base, across it, hit the wall on the other side, get Mightily Confused, run around in circles, and things go downhill from there - drones get lost or cut off from the rest of the group, they go out the gate then immediately right back in, etc. and if I close my gate during any of these shenanigans, they will immediately attempt to break it down - not just to get OUT, but to get IN o.O

ergo,

is there any way to declare this road closed, lol? Apparently my giant stone walls aren't sending the message.

Eventually, the W. Hive Caravan or Nomads or whathaveyou will just stop meddling with my base, and go AROUND the whole bloody thing. Any way I can induce them to skip right to that step?

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Shidan
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Joined: Mon Oct 22, 2012 1:41 pm

Fri Jan 28, 2022 4:23 pm

No, not without physically editing the road with the editor, which is very much a thing you should not do as the road system is very fragile, and a minor change somewhere tends to break a bunch of stuff elsewhere.

The only real option is to not build on roads. And if you've already built on a road, you either have to deal with it, or have to rebuild to avoid issues.

spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Sat Jan 29, 2022 5:51 pm

Ah well. It's too good a starter-base area to pass up, giving access to both Arid and Swamp biomes (so I can immediately grow Wheatstraw, Cactus, and Hemp, and self-produce food and fabric right away).

I guess I'll just host Hiver Open House when they drop by... thanks for the info. I wish the road wasn't serving double-duty as the biome border.

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Shidan
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Sat Jan 29, 2022 10:09 pm

Could always grab one of those mods that let you build bridges. Pull an Okran's Shield and have the road going between two walled areas with a bridge connecting them. :)

spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Sun Jan 30, 2022 3:44 am

Shidan wrote:
Sat Jan 29, 2022 10:09 pm
Could always grab one of those mods that let you build bridges. Pull an Okran's Shield and have the road going between two walled areas with a bridge connecting them. :)
hah, this was the first thing I tried in the Grey Desert!

I wanted to make a "highway" from the skeleton-run mining operation to a place with more water and less, uh, death, for some farms. However i could not get any of the bridge mods to work in this way. In most cases, i hit a hard invisible wall beyond which I couldn't move the camera to keep placing segments, and also every bridge i tried had.... issues.... with snapping. Like on the acid-laced crack issues. Just could not make a straight damn line of elevated - or even close to ground level - roadway that resulted in contiguous navmesh. Tables were flipped. Eventually I gave up on the idea and just made a bunch of crappy 10% wells or whatever out between the grey Desert and that waystation in Skinner's Roam or whatever, placed a couple towers along the way like i was playing old-school Warcraft RTS PVP, and had a couple of runners making the looooong loop to get the water to my hydroponics xD

The area was too big to be seen as a consistent job site! I had to relay it: halfway between the wells and the 'ponics i placed a water tank, so one side ran from well to tank, and another team ran from tank to hydroponics.

Ah well, whatever works....

edit: lol i got sidetracked, but original issue was, couldn't get any kind of placement that worked to go over my own walls, even a short distance. too much clearance required, bad angles, uneven ground, etc.

If you know of any solid, reliable bridge mods specifically that you're thinking of, would love to hear 'em! I may have just picked all the bad ones. I have that kind of luck.

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Shidan
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Sun Jan 30, 2022 6:31 pm

Only one I've ever used was one from Forgotten Buildings. And I wanted to place it somewhere unbuildable, so I built it elsewhere and then just used the editor to move and tweak its exact position until it worked. Though I was also not building over walls, but rather bridging over to an inaccessible plateau.

PaganizerDK
Posts: 5
Joined: Sun Mar 20, 2022 11:11 pm

Mon Mar 21, 2022 12:13 pm

I had some issues with pathing, since I had a building directly on top of a "road". "People" would get stuck in that building.

What I did was make a new clean mod file in FCS. Add some pathing/road options (F12 -> roads) and save it to that file. Aslong as you remove the mod in your next playthrough, it shouldn't ruin anything.

Is that a viable solution? Seems to work ok.

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