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Overmind cannot cope with respawn zone borders, sending multiple creeps through shortest standard path [unless room is avoided]. In essence - it assumes there are no borders between different zones.
Perhaps adding an 'avoid tag' where constructed wall is on the room change layer [basically newbie/respawn zone borders] would help avoid wasting cpu and energy on pathing through timed impassable walls;
More reliable method would be to use the now depreciated code from isRoomAvailable to getRoomStatus and compare status with own status, and mark all rooms that do not match own status as unavailable.
NOTE: At such check the bordering highways will have to be added manually or avoid checks for those, as highways will always be marked as 'normal' if available to traverse at all cases. Those are split by constructed walls.
The text was updated successfully, but these errors were encountered:
Overmind cannot cope with respawn zone borders, sending multiple creeps through shortest standard path [unless room is avoided]. In essence - it assumes there are no borders between different zones.
Perhaps adding an 'avoid tag' where constructed wall is on the room change layer [basically newbie/respawn zone borders] would help avoid wasting cpu and energy on pathing through timed impassable walls;
More reliable method would be to use the now depreciated code from isRoomAvailable to getRoomStatus and compare status with own status, and mark all rooms that do not match own status as unavailable.
NOTE: At such check the bordering highways will have to be added manually or avoid checks for those, as highways will always be marked as 'normal' if available to traverse at all cases. Those are split by constructed walls.
The text was updated successfully, but these errors were encountered: