[Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
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[Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
The pathfinder just gave up at some point. I'm not sure what's going on here. Map is linked (https://we.tl/t-UlE55rWl4l) with plenty of unit groups that get artilleried and just stand there and do nothing.
Last edited by darklich14 on Mon Oct 28, 2019 11:08 pm, edited 3 times in total.
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Re: Pathfiner fails and unit groups stand around idle
The forum will not let me upload the map. Where should I place it?
Re: Pathfiner fails and unit groups stand around idle
See: 3638darklich14 wrote: ↑Mon Oct 28, 2019 10:27 pmThe forum will not let me upload the map. Where should I place it?
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Re: [0.17.74] Pathfiner fails and unit groups stand around idle
Thank you Loewchen. Here is the file: https://we.tl/t-UlE55rWl4l
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Re: [0.17.74] Pathfinder fails and unit groups stand around idle
Should the pathfinder cache look like this? Something seems a bit odd here with the display
Re: [0.17.74] Pathfinder fails and unit groups stand around idle
You are not alone with this behavior of bitters.darklich14 wrote: ↑Mon Oct 28, 2019 10:08 pmwith plenty of unit groups that get artilleried and just stand there and do nothing.
I asked this question several times, and not just me.
So far, nothing reasonable has been answered, maybe you are more lucky.
In my humble opinion, it depends on the properties of the map itself. On my map, in some areas, frozen bitters are also frozen, and a little further - they run by the thousands for gun shots. Perhaps this is so conceived.
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Re: [0.17.74] Pathfinder fails and unit groups stand around idle
I want to chronicle some observations:
Shortly after loading the map, the fringe is apparently not covering the entire map
Shortly after loading the map, the fringe is apparently not covering the entire map
pics
After removing a few stuck biters in the editor, after a few moments the fringe covers the map
I found this group that seems to be quite confused on a peninsula
Watching the pathfinder try to work through trees can be quite difficult and so can solid walls of lasers.
Eventually
It
Makes it.
This took about an hour to get some biters on the other side of a "default" lake to the source of an artillery shot. The general consensus here from time to time is to add ventilation across water bodies when firing artillery, and presumably for laser and wall defense as well. But I'm not sure why the fringe was so partitioned when the map loads. Some insight into this might explain why the path ended up going all the way around the map instead of taking a more obviously shorter path.-
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Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Somehow these were set to 100. I set it back to 8000 and 1000 per and now it is working fairly well
I will follow up with additional observations.
Code: Select all
data/base/prototypes/map_settings.lua
Code: Select all
/c game.map_settings.path_finder.max_work_done_per_tick=8000
/c game.map_settings.path_finder.max_steps_worked_per_tick=1000
Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
I looked at these settings in my settings. everything is right there, 8000 and 1000
Now with pictures. and time.
They wouldn’t bother me, but I have thousands or hundreds of thousands of them frozen all over the map, and because of this the UPS is falling dramatically: (((((((((
What am I doing wrong ??
Now with pictures. and time.
pics
This is my next battlefield.
Well, the general plan. One can see how many red dots and swarms. And that's for a few hours for sure.They wouldn’t bother me, but I have thousands or hundreds of thousands of them frozen all over the map, and because of this the UPS is falling dramatically: (((((((((
What am I doing wrong ??
Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Can you post the save before you came on train?azesmbog wrote: ↑Tue Oct 29, 2019 8:02 pmI looked at these settings in my settings. everything is right there, 8000 and 1000
Now with pictures. and time.picsWell, the general plan. One can see how many red dots and swarms. And that's for a few hours for sure.
They wouldn’t bother me, but I have thousands or hundreds of thousands of them frozen all over the map, and because of this the UPS is falling dramatically: (((((((((
What am I doing wrong ??
I think that would make it easier to debug - nice setup to reproduce the issue.
Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
viewtopic.php?f=182&t=76875#p462633
in this thread my previous save. The problem is the same.
But I can publish this preservation, but tomorrow.
Tomorrow they promised me to connect the Internet to 33.6 kBit, oh, or rather 100 Mbit optics)) I really hope there will be no problems with uploading files Well, after 3 hours the same place. The bitters began to disappear in packs, and the packs began to move. The crowds were large, but the number is less than I expected.
Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Yep that would be the problem. Do you know how these values got changed? If the game somehow sets the default values wrong, that would definitely be a bug.darklich14 wrote: ↑Tue Oct 29, 2019 5:09 pmSomehow these were set to 100. I set it back to 8000 and 1000 perand now it is working fairly wellCode: Select all
data/base/prototypes/map_settings.lua
I will follow up with additional observations.Code: Select all
/c game.map_settings.path_finder.max_work_done_per_tick=8000 /c game.map_settings.path_finder.max_steps_worked_per_tick=1000
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Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Unfortunately I don't have any additional information on this. I can't recall if it was "left blank" or if it was set to 100 or whatever it was. I was thinking if someone with source could check to see if that value gets set to some default internally, that could be useful to check but otherwise, I think we're all sorted out.