[Oxyd] [0.17.59] Stuck biter
[Oxyd] [0.17.59] Stuck biter
For your consideration.
- Attachments
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- CrappyMap.zip
- (12.7 MiB) Downloaded 157 times
Re: [0.17.59] Stuck biter
Here's a video recording of the biter in question:
https://youtu.be/9S-5eocSj3U
https://youtu.be/9S-5eocSj3U
Re: [0.17.59] Stuck biter
Thanks for the report
Do you have any way to reliably reproduce the situation, or does it seem to be a one-off?
Do you have any way to reliably reproduce the situation, or does it seem to be a one-off?
Re: [0.17.59] Stuck biter
I was nowhere near the attacking group when it got stuck, it was all their own doing. I noticed a red dot on the minimap and found it like this.
It doesn't seem super stuck, like it's still actively trying to pathfind, so I guess the save may allow you to debug the situation. Maybe it's related to the water/terrain topology. They attack in groups so this one probably attempted to stay in formation and got pushed to the sidelines or something.
That's all I got, I'm afraid.
It doesn't seem super stuck, like it's still actively trying to pathfind, so I guess the save may allow you to debug the situation. Maybe it's related to the water/terrain topology. They attack in groups so this one probably attempted to stay in formation and got pushed to the sidelines or something.
That's all I got, I'm afraid.
Re: [0.17.59] Stuck biter
And if you watch the video I posted, when I'm within range, it spits in the wrong direction which must mean that something about it is disoriented. When it spits again, it's in the correct direction and it becomes reoriented and unstuck.
Re: [0.17.59] Stuck biter
It's reproducible if you tinker with it, apparently. I got the spitter to incorrectly attack a few blocks away from me, and eventually more showed up and got stuck in varying spots and also spit, incorrectly, in varying directions. Save is from 0.17.62
https://youtu.be/6aiDij_ifDI
https://youtu.be/6aiDij_ifDI
- Attachments
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- CrappyMap_part2.zip
- (10.7 MiB) Downloaded 155 times
Re: [Oxyd] [0.17.59] Stuck biter
Like that, it looks like it must be something regarding the map topology around that point.
Re: [Oxyd] [0.17.59] Stuck biter
Huh, would you look at that. Looks like the code for colliding with tiles has been broken for the past 3 years.
Fixed in 0.17.65.
Fixed in 0.17.65.
Re: [Oxyd] [0.17.59] Stuck biter
Does this mean that there will likely be a performance boost on maps with substantial water because there is no longer unnecessary re-pathing taking place?