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[Oxyd] [0.18.43] Biters stuck with movement mode: PathFindInProgress

Posted: Thu Aug 06, 2020 6:45 pm
by Gerkiz
What did you do?
Loaded up a scenario that we at Comfy regularly host. Modified how often the wave_defense attack occurs. For this instance I did the following, so that we can easy reproduce this issue:
wave_interval = 60
next_wave = 300
What happened?
As you can see in the picture below; biters are not moving. Even though that their main target is the Locomotive. (Which does not show in the picture but in the script that we use we specifically command them to attack simple-entities if stuck else locomotive.)
biters_stuck.jpg
biters_stuck.jpg (563.31 KiB) Viewed 2175 times
Bonus video, showing this issue also:
What did you expect to happen instead?
Naturally - attack the locomotive and/or simple-entities around the locomotive.
Write down the steps to reproduce the bug if you know them.
Well - load the save - click restart - enter these command to force the biters out of their nests:

Code: Select all

/c global.tokens[16].wave_interval = 60
/c global.tokens[16].next_wave = 300
/editor
Hopping in as editor ensures that the biters are not attacking the player. Also, unpause.
Does it happen always, once, or sometimes?
Occasionally/all too often this seems to occur.

Thank you in advance,
/Gerkiz

Re: [Oxyd] [0.18.43] Biters stuck with movement mode: PathFindInProgress

Posted: Thu Aug 06, 2020 10:57 pm
by Oxyd
Looks like I accidentally made it so that unit groups have to be precisely at their target position, instead of within some tolerance. Fixed in 0.18.44.

Re: [Oxyd] [0.18.43] Biters stuck with movement mode: PathFindInProgress

Posted: Fri Aug 07, 2020 10:36 am
by ashkante
Was this same thing responsible for stuff like Klonan's Construction Drones mod stopping just short of building stuff? (Reported in "Discussions" on the mod portal: https://mods.factorio.com/mod/Construct ... 7ede6268f5)

18.44 doesn't quite fix it - it's possible there's also a change required in the mod.