Pathfinding: blocks which are under water have too low pathing cost, which makes NPCs get stuck while they are trying to cross a body of water
Bashkaaaa opened this issue ยท 4 comments
Prerequisites
- I am running the latest alpha version of MineColonies and Structurize for my Minecraft version.
- I checked the MineColonies/Structurize wiki and made sure my issue is not covered there.
- I made sure that this issue is not a duplicate of any existing issue.
Context
- Minecraft Version: 1,16,5
- MineColonies Version: minecolonies-0.14.206-ALPHA-universal.jar
- Structurize Version: structurize-0.13.175-ALPHA-universal.jar
- Related Mods and their Versions: Modpack: https://www.curseforge.com/minecraft/modpacks/ttw-community-server-pack/relations/dependencies
Expected behavior
Colonists should avoid water while pathfinding since they can't swim too well.
Actual behavior
When citizens have to path to a location on the other side of a body of water, they will choose to walk to the bottom of the lake, rater than walk around it. This gets them stuck in the middle of it. I'm only guessing here, but I am assuming that they have an oxygen meter and when walking on the bottom of the lake depletes their oxygen, they pop to the surface and get stuck, because they lose the previously selected path. The only way to to get them out of there is to recall them in their hut.
Steps to reproduce the issue
It's really hard for me to give very precise STR here, the only way to actually test it would be to verify the pathing cost for blocks under water and manipulate this value to be able to observer AI behavior. I don't have the skills and knowledge to do this.
Logs
N/A
Notes
We are not using the latest version, because the mod updates sometimes several times a day and it would be problematic to update the modpack every time a new version comes out. I know that there were few more alpha releases since the one we are using was published and we will be updating again tomorrow, but I checked the patch notes and none of them mentioned any changed to AI pathfinding, so this issue is more likely still valid. That saying, I will verify it again after the next update.
Viewers
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/mc colony export 1
<- replace 1 with the actual id, can find it with /mc whereami this way you get some nice cut-down zip to send
@someaddons oh my, thank you! the whole world is 80GB and it would be really hard to send it over. I made the export zip
colony40Export.zip
FYI: since I reported this issue, I added some more grass paths around, which made this happen less often, but it still happens