Can you explain why trucks prefer taking the red path instead of the blue one ?
(playing on experimental branch)

Can you explain why trucks prefer taking the red path instead of the blue one ?
(playing on experimental branch)

The AI calculates the shortest path as "the crow flies" then tries to stick to it as close as possible, even if that means the path is longer overall. Guess its about more efficent computing, rather then trying to always calculate the "optimal" path.
If you have a save with that, maybe add it to my issue for more info for the devs.
Truck pathing around impassable dirt edges
this was mine:

Devs said to make an issue, so I did. Yours would fit, too.
Typical directional A* pathfinder. Already highly optimized for performance I assume.
Biters in Factorio sometimes walk similar figures.
Maybe some more path caching and post-processing can be added if performance permits.
Prison Architect can handle over a thousand entities moving around, even with collision avoidance. I do think this part of the core game mechanics needs and deserves improvement.
I do not like being forced to belt everything just because the vehicles are not smart enough.
The devs agree, which is why I was told to make the issue. If you find other occurrences of it, add them to that issue so they have it all in one place. As the dev requested, preferably with a save.
This is fixed in v0.6.4a (live on experimental branch), thanks for the reports
Came to comment this after I got the github email.
Thanks for the great work!
Closed as ✅ Fixed