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[Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Mon Oct 28, 2019 10:08 pm
by darklich14
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.
Screenshot from 2019-10-28 15-20-22.png
Screenshot from 2019-10-28 15-20-22.png (361.42 KiB) Viewed 4220 times

Re: Pathfiner fails and unit groups stand around idle

Posted: Mon Oct 28, 2019 10:27 pm
by darklich14
The forum will not let me upload the map. Where should I place it?

Re: Pathfiner fails and unit groups stand around idle

Posted: Mon Oct 28, 2019 10:37 pm
by Loewchen
darklich14 wrote: Mon Oct 28, 2019 10:27 pm The forum will not let me upload the map. Where should I place it?
See: 3638

Re: [0.17.74] Pathfiner fails and unit groups stand around idle

Posted: Mon Oct 28, 2019 11:07 pm
by darklich14
Thank you Loewchen. Here is the file: https://we.tl/t-UlE55rWl4l

Re: [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Tue Oct 29, 2019 2:28 am
by darklich14
Should the pathfinder cache look like this? Something seems a bit odd here with the display
Screenshot from 2019-10-28 22-27-13.png
Screenshot from 2019-10-28 22-27-13.png (62.86 KiB) Viewed 4183 times

Re: [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Tue Oct 29, 2019 10:00 am
by azesmbog
darklich14 wrote: Mon Oct 28, 2019 10:08 pm with plenty of unit groups that get artilleried and just stand there and do nothing.
You are not alone with this behavior of bitters.
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.

Re: [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Tue Oct 29, 2019 2:57 pm
by darklich14
I want to chronicle some observations:
Shortly after loading the map, the fringe is apparently not covering the entire map
pics
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.

Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Tue Oct 29, 2019 5:09 pm
by darklich14
Somehow these were set to 100. I set it back to 8000 and 1000 per

Code: Select all

data/base/prototypes/map_settings.lua
and now it is working fairly well

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
I will follow up with additional observations.

Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Tue Oct 29, 2019 8:02 pm
by azesmbog
I looked at these settings in my settings. everything is right there, 8000 and 1000
Now with pictures. and time.
pics
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

Posted: Tue Oct 29, 2019 8:19 pm
by orzelek
azesmbog wrote: Tue Oct 29, 2019 8:02 pm I looked at these settings in my settings. everything is right there, 8000 and 1000
Now with pictures. and time.
pics
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 ??
Can you post the save before you came on train?
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

Posted: Tue Oct 29, 2019 9:10 pm
by azesmbog
orzelek wrote: Tue Oct 29, 2019 8:19 pm Can you post the save before you came on train?
I think that would make it easier to debug - nice setup to reproduce the issue.
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
6.jpg
6.jpg (274.23 KiB) Viewed 4039 times
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

Posted: Thu Oct 31, 2019 3:48 pm
by Oxyd
darklich14 wrote: Tue Oct 29, 2019 5:09 pm Somehow these were set to 100. I set it back to 8000 and 1000 per

Code: Select all

data/base/prototypes/map_settings.lua
and now it is working fairly well

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
I will follow up with additional observations.
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.

Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Posted: Fri Jan 17, 2020 4:05 pm
by darklich14
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.