Task prioritization based on proximity

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Suggestion to hopefully clean up some of the task prioritization that nobles/serfs/etc exhibit. One of the most noticeable instances of this is during logging and mining just do to it being the most visually obvious.  If you select several chopping or mining tasks that have the same priority (not marked as !) the AI will randomly bounce between them with little respect to location.  

Say I am digging multiple 2 wide tunnels to search for iron, they will rotate knocking 1 block off each tunnel wasting significant time traveling, when they could have easily an entire length of 1 tunnel in that time.

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killabi
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Aye - this is actually a pathing issue - they don't recognize that the newly cleared space opens up access to the new tiles until we do a pathing refresh after a little while (every few seconds). I have some plans to address this!

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headache
Quote from killabi

Aye - this is actually a pathing issue - they don't recognize that the newly cleared space opens up access to the new tiles until we do a pathing refresh after a little while (every few seconds). I have some plans to address this!

Came here to post this; if mining a 1-block-wide path, after a block is successfully mined, the next adjacent block will be "unreachable" for a short time as the previous block hasn't cleared up, enough time for them to path to another nearby block.  seems to also cause "checkering" when mining large 2 dimensional areas

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killabi

Yep - I should be able to patch the nav immediately when they mine the spot out - just sitting on the list behind some of the more important stuff atm.

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killabi
  • Completed