#Roaming walkers preview path not displaying properly at map start

1 messages · Page 1 of 1 (latest)

wide salmon
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In any version that contains the roaming walker preview. When game is paused at the start the previewed paths will show as shorter than they actually are until player unpauses for some time, then it is updated.
This results in new players being confused and not realizing how large a block can be initially.

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screenshot by Hederino but can be replicated easily on any map when you pause initially and place down reasonable block, the preview will visibly change later.

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In the example above walkers can and will cover the whole block with exact same placement.

inner frigate
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Fixed

inner frigate
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Also, a little background on this bug:

If there was no pathfinding in use, it would assign the first available slot (id 0) to the preview's simulated walker "return to building" pathfinding calculation.

But then when actually traversing the path it would request the data from the calculated pathfinding but it would discard id 0 and would mistakenly think no path was found (internally getting an id of 0 should mean there was an error).

So the entire return path wouldn't appear.

A bit later after the game unpaused, something else was set to pathfinding id 0 and so things would start working.

The solution was simple: assign new paths to id 1 and higher.

However this means that other paths were possibly also being discarded because they were set to id 0 and then ignored.

So there might have been some unseen walker instability that is now fixed!