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[Oxyd] Alien path finding problem
Posted: Sat Nov 11, 2017 6:03 pm
by bdgz3228
- screenshot
- factorio_ai_bug.jpg (793.74 KiB) Viewed 5400 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 185 times
Re: Alien path finding problem
Posted: Sat Nov 11, 2017 8:24 pm
by Jap2.0
Do any of your mods affect aliens? I'd look in your mod folder, but (for various reasons) I can't at the moment.
Re: Alien path finding problem
Posted: Sat Nov 11, 2017 11:51 pm
by bdgz3228
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.
- just after loading 1
- factorio_dbg1.jpg (599.79 KiB) Viewed 5371 times
- after a few seconds
- factorio_dbg2.jpg (524.54 KiB) Viewed 5371 times
- after a few seconds
- factorio_dbg3.jpg (544.61 KiB) Viewed 5371 times
- there's no more path finding after this phase
- factorio_dbg4.jpg (617.26 KiB) Viewed 5371 times
Re: Alien path finding problem
Posted: Sun Nov 12, 2017 4:08 am
by Jap2.0
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.
Re: Alien path finding problem
Posted: Mon Nov 13, 2017 6:26 am
by bdgz3228
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.
Re: Alien path finding problem
Posted: Mon Nov 13, 2017 7:12 am
by Loewchen
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.
Re: Alien path finding problem
Posted: Wed Nov 15, 2017 12:45 pm
by Oxyd
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.
Re: Alien path finding problem
Posted: Wed Nov 15, 2017 2:35 pm
by Oxyd
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.