[Oxyd] Alien path finding problem

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bdgz3228
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[Oxyd] Alien path finding problem

Post by bdgz3228 » Sat Nov 11, 2017 6:03 pm

factorio_ai_bug.jpg
screenshot
factorio_ai_bug.jpg (793.74 KiB) Viewed 1853 times
Aliens can't find proper path.
They are just get stucked at the edge of river instead of flanking and find the gate.

I'm attaching the save file & mod files I'm using.
s2.zip
save file
(19.87 MiB) Downloaded 43 times
mods_used.zip
mod folders
(248.83 KiB) Downloaded 40 times

Jap2.0
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Re: Alien path finding problem

Post by Jap2.0 » Sat Nov 11, 2017 8:24 pm

Do any of your mods affect aliens? I'd look in your mod folder, but (for various reasons) I can't at the moment.
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bdgz3228
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Re: Alien path finding problem

Post by bdgz3228 » Sat Nov 11, 2017 11:51 pm

Jap2.0 wrote:Do any of your mods affect aliens? I'd look in your mod folder, but (for various reasons) I can't at the moment.
There is no mod modify aliens.
I've checked every codes within mods already.

debug mode screenshots.
factorio_dbg1.jpg
just after loading 1
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factorio_dbg2.jpg
after a few seconds
factorio_dbg2.jpg (524.54 KiB) Viewed 1824 times
factorio_dbg3.jpg
after a few seconds
factorio_dbg3.jpg (544.61 KiB) Viewed 1824 times
factorio_dbg4.jpg
there's no more path finding after this phase
factorio_dbg4.jpg (617.26 KiB) Viewed 1824 times

Jap2.0
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Re: Alien path finding problem

Post by Jap2.0 » Sun Nov 12, 2017 4:08 am

Can the spitters get in range of the turrets? I'm not sure how the pathing works, and it would be wrong for the biters, but if the spitters are able to attack the turrets, that could have something to do with it.
Again, I don't really have any idea how this works, i'm just spouting off random ideas.
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Re: Alien path finding problem

Post by bdgz3228 » Mon Nov 13, 2017 6:26 am

Jap2.0 wrote:Can the spitters get in range of the turrets? I'm not sure how the pathing works, and it would be wrong for the biters, but if the spitters are able to attack the turrets, that could have something to do with it.
Again, I don't really have any idea how this works, i'm just spouting off random ideas.
No they cant.
Same thing happens without a turret at the edge.

It looks like that the pathfinder can't find far way.

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Re: Alien path finding problem

Post by Loewchen » Mon Nov 13, 2017 7:12 am

I do not think finding that path is within scope, the resulting path length would be ten times the beeline, I would assume the PF gives up way before that.

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Re: Alien path finding problem

Post by Oxyd » Wed Nov 15, 2017 12:45 pm

Plus the path you indicated is blocked by too many gates for them to try to go through. So indeed, it is impossible for them to get into your base.

I'll see what I can do about them running into a death trap, though.

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Re: Alien path finding problem

Post by Oxyd » Wed Nov 15, 2017 2:35 pm

Oxyd wrote:I'll see what I can do about them running into a death trap, though.
And I think I've managed to make them less likely to just stand there and be shot by the laser turret. We'll see how well it works in practice.

So the bit with them dying on the shore is fixed for 0.16, and the bit with them not being able to find a path is not a bug.

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