Vehicles glitching - Page 7
I've played some more today and sometimes it let me play for an hour or more, but the last 2 hours it hasn't lasted more than a few min each time. Sometimes it takes 1 hard reload, other times it takes a few hard loads for the bots to get properly working.
I've noticed that at least on Android if I clear out the cache, then the data ( in that order) then reopen the app it will make the Bots work for a bit then after a few minutes it happens again.
Questions?
Concerns?
Feeling lonely?
Feel free to get in touch with me via message or heading over to
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bastecklein said:lol. You can see what makes this bug so difficult. Sometimes its there, sometimes its not. Some people have it all the time, some people never have it at all, @Ottoich who thinks I am just ignoring the problem entirely.
it doesn't even affect al bots. like my tundra rovers are working fine. but my LIS rovers refuse to harvest, same with the goldminers, but the waterbots are fine.
I just made a change on 0.44.0 (web) to the pathfinding. Commonly used paths are now stored and reused instead of going through the path finder again, for instance, paths between mines and refineries. Hopefully this helps the issue further.
Owner of Ape Apps, LLC
V.0.44.0 is not fixing anything for me.
I found the bug shows only on large+ maps. No issue at all on any of the platforms playing a small map.
That is because I have found the issue is generally memory related. Path finding takes a lot of RAM, and scales up the larger the map.
Owner of Ape Apps, LLC
No change for me. in the 3h I was playing i had to reload like a dozen times.
Same on Antiquitas and other MC maps
when they started building once, they mostly continue. but getting them to work is very difficult
Its me Lego.
I made a few more changes this morning after playing through blarg's insanely large map (both in population and width/height).
I didn't realize how much CPU it was taking to update the collision map every cycle, because on normal sized maps it's not a very big deal. Blarg's map was something like 10x the normal map size, and I could tell recalculating the map every cycle was a big performance drain. Now, the collision map is only recalculated when a new structure is either placed or destroyed, which should help.
Also, I realized on huge maps like that, you could have rovers harvesting miles away and you would never even see them, so it didn't make much sense to conduct real path-finding for them. So now if a unit (could be colonist or rover) generates a path order where it's source and destination locations are both off-screen, instead of doing normal path-finding, the unit will just slowly teleport over to the destination after a specific amount of time has passed, based on the distance between the two points and the kind of roads that are on the ground. So that should take load off of the path finder by removing most colonist and non-construction drone path-finding orders.
Generally this wont help when you start a new building construction, since the destination location is more than likely in the center of your view. But if you order a bunch of new roads to be built and then go off and pay attention to something else, the bots will not have to path-find when they move from one road construction site to the next.
Owner of Ape Apps, LLC