Biters occasionally stop dead in their tracks when shot at by walled turrets.
Most of my walls are diagonal, not sure if it has anything to do with the issue. Diagonal walls also cause a very minor issue where biters (seem to?) take a longer time to get stuck and start attacking (they will spend more time running at the wall).
When a turret they want to attacks is truly unreachable, they start gathering nearby (presumably in the nearest chunk) as they sometimes do before attacking, but in larger numbers (no limit?). Some of them will come too close and will be shot to death (they won't react to attacks).
EDIT: More strange behaviors, issues seem to be still present in 0.8.4
Biters will occasionally group in one spot as if wanting to build a base, but will not do anything after that. Killing some of them won't make them move. Forcibly moving them with belts will make them seek a new spot (they won't attack the character).
Biters will choose very bad spots for new base, like in the middle of player's base. They will run there ignoring all turrets and after arrival will then attempt to destroy all nearby buildings, not prioritizing for danger, pollution or obstruction (will often target belts).
Thin streaks of terrain may cause (big only?) biters to get stuck, even when they have enough space to get through.
[0.8.4] Biters' pathing problems and oddities
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Re: [0.8.4] Biters' pathing problems and oddities
Thanks for the report. Biters not handling unreachable objects properly is a known issue. The rest is strange. Biters shouldn't try to build bases inside players base so that is clearly a bug. The freeze when moving is also not right. We won't do anything with this for the 0.8.5 because the logic for the enemies is quite complicated and we really want to stabilize the release, however we will keep this in mind for (probably) the next release.
Re: [0.8.4] Biters' pathing problems and oddities
Duplicate of https://forums.factorio.com/forum/vie ... =41&t=2183
I have no idea what I'm talking about.