Incorrect behavior of construction trucks for a long distance

Bad behavior Logistics Vehicles & Roads
HardCoreGaming [github] · 4 years ago

Issue description

I constantly get construction trucks hanging up when I need to build something far away from the location of the source materials. If the materials are close, then there is no problem. But if the materials are far away, then the trucks freeze due to the inability to pass, even if 1 cell blocks the path in the immediate vicinity of the object under construction.

Also, my save can be useful to you for testing methods to increase the performance of the game. The last update raised it in some areas twice, but some other areas still can be adjusted :)

Expected behavior

Construction trucks have the same behavior throughout the map.

Reproduction steps

  1. My save is about 35 MB, so I divided it into two volumes for upload. To unpack, rename the stuck2.zip to stuck.z01
  2. Load attached save.
  3. You will get about 50% of cars stuck
  4. Check the route of these trucks to make sure that nothing prevents them from passing and unloading building materials very close to the construction site.

Game version

v0.4.10

Attachments

2089-40kUbaJa
stuck.save

Files not imported: stuck.save

Captain Zuff Captain Zuff · 4 years ago

Checked this and there are visible paths to the job and the trucks cannot reach it. Not sure what's preventing them from getting there.

HardCoreGaming [github] · 4 years ago

It seems that only the long distance affects it. I get this problem 100% of the time on the long haul and don't have it at all on the short haul when the trucks can pick up the material close. At the same time, I can manually send the stuck trucks very close to this place and they will arrive there without problems. So it looks like an optimization issue.

On a long distance, nothing should block the passage even for one cell, otherwise we get this problem, while on a short distance, trucks can unload quite far from the construction site without problems.

SillySMS [github] · 4 years ago

My guess is that whatever algorithm CoI uses for navigation gets coarser and coarser as the distance between start and end grows. This is usually functional for the bulk of the path, but quite often compact setups will have so many buildings and transports around the destination that a highly detailed path is necessary for the final stretch.

I've noticed this a lot myself when using trucks to haul items between the upper and lower terraces of You Shall Not Pass, including trips with a short straight-line distance but a very circuitous path.

Captain Filip Captain Filip · 3 years ago

Is it just me or both of these zip files appear to be corrupted? Unzipping fails. Thanks!

HardCoreGaming [github] · 3 years ago

Please check the step 1 of Reproduction steps. This is multipart archive so
you should rename the second file for unzip it correctly.

сб, 26 нояб. 2022 г., 00:55 Captain of Industry @.***>:

Is it just me or both of these zip files appear to be corrupted? Unzipping
fails. Thanks!

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