[Klonan] [2.0.71] Unit group behavior around land mines

HeliGungir
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[Klonan] [2.0.71] Unit group behavior around land mines

Post by HeliGungir »

Background
I had an idea: To reduce the number of mines in a minefield by placing smaller, isolated clusters of mines and using walls/pipes to direct enemies into them.

Something like this, or so I hoped:
Land Mine Funnel

But while testing designs, I kept having inconsistent attacks on the walls/pipes and eventually discovered the cause: a show-stopper bug in unit group (biter wave) behavior.
Video
https://www.youtube.com/watch?v=-gpXNn_Ol5k
Normal Behavior
See 0:50 timestamp.

When a unit group is following a path and there are no targetable military units or structures nearby to trigger aggro (buried land mines are not targetable), the unit group just walks into land mines without reacting to them.
Bugged Behavior
See 0:00 and 1:15 timestamps.

When a unit group's "Distance to goal" (show-debug-info-in-tooltips) is greater than ~160 tiles, every time a unit hits a land mine, the unit group's state is incorrectly set to "Arrived", which causes the group to attack player-owned non-military entities like walls/pipes.

Even if no targetable player entities are nearby, the whole unit group is still pseudo-stunned every time a mine detonates, because the group takes several ticks to cycle through a few different different behavior states before returning to FollowPath.

The group also makes strange calls to the pathfinder, generating paths to nonsense locations for no reason, and not using those paths.

Savegame attached
Attachments
Bug Unit Group Behavior Land Mines.zip
(2.15 MiB) Downloaded 152 times
HeliGungir
Long Handed Inserter
Long Handed Inserter
Posts: 61
Joined: Thu Oct 31, 2024 4:43 am
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Re: [Klonan] [2.0.71] Unit group behavior around land mines

Post by HeliGungir »

I verified this bug is still present in 2.1.15.

But the savegame in the original post (and in the video example) now has some enemies on the right side (ie: the example of correct behavior) attack some pipes. I think is this is caused by the new way unit groups bunch up, which is now more circular and wider, so units get stuck on pipes and walls more easily.
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