[Oxyd] Units fail to pathfind if starting close to cliff

This subforum contains all the issues which we already resolved.
Post Reply
User avatar
Earendel
Filter Inserter
Filter Inserter
Posts: 681
Joined: Sun Nov 23, 2014 11:57 am
Contact:

[Oxyd] Units fail to pathfind if starting close to cliff

Post by Earendel » Fri Jan 19, 2018 8:11 pm

If a unit is given a go_to_location order but it's starting location is close to a cliff then the pathfinding efforts can immediately fail. This includes a cases where the unit is not overlapping the cliff collision box so should be able to move freely. This is especially important for modded non enemy units, but happens in vanilla too.

To recreate:
Map exchange string:

Code: Select all

>>>eNpjYBAAQhYGZmYeluT8xBxmZmau5PyCgtQi3fyiVCCPM7moNCVV
Nz8TJMWWklqcWlQCZLGkZIJprtS81NxK3aTEYpBi1vSixOJiIIMjsyg
/D2oCS3FiXgpIsrgkPw+sqqQoNRWkiru0KDEvszQXqpCBUeXDhh8ODA
wMIPy/nsHg/38QBrIuAAVAGAiAyoACMMCanJOZlvaBQcEBhBkZGatF1
rk/rJpizwiR13OAMj5ARSJ2Q0UetEIZEauhjI7DUIbDfBijHsbod2A0
BoPP9ggGxK4SoMlQSzgcEAyIZAtIkpGx9+3WBd+PXbBj/LPy4yXfpAR
7xkzZUF+B0vd2QEl2oAZGJjgxayYI7IT5gAFm5gN7qNRNe8azZ0DgjT
0jK0iHCIhwsAASB7yBwSPAB2Qt6AESCjIMMKfZwYwRcWBMA4NvMJ88h
jEu26P7Q8WB0QZkuByIOAEiwBbCXcYIZUY6QCQkEbJArUYMyNanIDx3
EmbjYSSr0dygAnODiQMWL6CJqCAFPBfInhQ48YIZ7ghgCF5gh/GAccv
MgAAf7D3UDigBAM1BkvY=<<<
Console code to spawn biter and issue go_to_location command.

Code: Select all

/c s = game.player.surface n = s.create_entity{name = "big-biter", position={-21.5, 9.5}, force=game.player.force} 
n.set_command({ type= defines.command.go_to_location, destination= {0,0}, distraction= defines.distraction.none})

Oxyd
Factorio Staff
Factorio Staff
Posts: 1296
Joined: Thu May 07, 2015 8:42 am
Contact:

Re: [Oxyd] Units fail to pathfind if starting close to cliff

Post by Oxyd » Mon Jan 29, 2018 4:29 pm

Thanks, this will be fixed in 0.16.21.

Post Reply

Return to “Resolved Problems and Bugs”

Who is online

Users browsing this forum: Divran