Open originalfoo opened 2 years ago
Looks like the paths just hit a wall:
Plopping a building down in the vicinity suddenly made them all start moving again.
No pf queued
No viking ruins:
Having a similar problem at this middle node:
I think the culprit might be Network Multitool - specifically when adding nodes to existing roads. Maybe it's not triggering some update / event ? If a segment is split by adding a new node somewhere within it, creating two (I assume) new segments, the cims will likely need repathing?
Is there something like a "wait timer" which reaches a set level before new path is calcualted?
Changing vehicle restrictions with the "Apply AI changes right away" mod option freed the cims.
They're free!
So it looks like the culprit is Network Multitool not letting game know repathing is required.
Interesting... 🤔
Yup, definitely Network Multitool.
I just added a node and next cim on that path got stuck where the node was added;
Maybe it's not triggering some update / event
Is that even possible?
what update event we are talking about here? is it possible TMPE is not listening to the update event?
I've no idea. But every time I use NMT to add a node, I get stuck cims and vehicles at that node.
even in vanilla?
it seems TMPE is at least notified of segment change:
[Debug] 88,760ms | OnSegmentFlagsChanged.PostFix() was called for segment:241 caller:TrafficManager.Manager.Impl.RoutingManager.RecalculateSegment_Patch1
Is that triggering update to paths on cims/vehicles travelling that route?
Yes. But I don't know if it happens at the right node
Describe the problem
Note; Image shows Node Controller Renewal, however I was having the problem prior to using Node Controller. When I altered the node with Node Controller, to drag the handles of each end of the bend closer together, cims were able to walk further but still get stuck at the edge of the bend.
Steps to reproduce
Log files
Savegame?
Can provide if required.