ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Waypoints System #472

Open EliasRipley opened 3 years ago

EliasRipley commented 3 years ago

Prerequisites

Context

Is your feature removal request related to a problem?

Yes. I'd call it an issue for sure. I noticed that the townsfolk were going on extreme diversions when out on their tasks. I discovered that they are prioritising going through "waypoints". I didn't even know these existed, so I began searching how to remove them. I found a few different links from various people who had already discovered the same issue and asked the same question, including: https://forum.minecolonies.com/archive/index.php?thread-867.html - User "adegans". https://github.com/ldtteam/minecolonies/issues/1264 - User "lunadragnstar". (Resolved by Raycoms) It seems there is much confusion on the issue of waypoints, however the advice by Raycoms seemed to work: "Place a block over it, wait a few minutes, then take it away. This is not "ticked" regularly to avoid lag." After resolving my towns pathfinding, it made me wonder, why do waypoints even exist if the AI finds paths better without? (They are actually now using my dirt paths that wiggle around the village quite well.)

Feature removal description

Firstly, I don't think schematics should include waypoints. If they must, how about allowing the user an option in the build menu, a don't construct waypoints tickbox? After seeing that a schematic website is down the line, I think it makes sense to create a label. Schematics with / without.

Notes or related things

https://github.com/ldtteam/minecolonies-features/issues/349 - AbyssalMonkey I liked this feature request. Allowing us to "link" waypoints might also be a good thing. Personally I'm quite happy with the AI taking sensible shortcuts rather than following a strict route. It makes the village seem more immersive. So in balance still more in favour of the waypoints feature being removed.

https://github.com/ldtteam/minecolonies-features/issues/42 - PowerSchill Anti-Waypoints came up in a search too. I like the idea behind this too. "No go zones" for colonists. Even if the waypoints were scrapped altogether, an idea like this could have potentially solved AbyssalMonkey's issue. The hill on which they have drawn blue and green lines (first screenshot) could have been labelled as a no go zone.


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EliasRipley commented 3 years ago

I upgraded my barracks to level 2 and the method I was using to destroy these waypoints when it was at level 1 did not seem to work. =( I believe I waited between 5-10mins for the waypoint to disappear when the build was at level 1. After upgrading to level 2, waiting that amount of time did not work. (Think it was close to 15mins I waited.)

I did manage to solve however by using the method in the link AND logging in and out of the game.

So... Build Tool > Infrastructure > Put a waypoint schematic somewhere in village to show all the others (without giving the green tick to "build" it) > Remove block below waypoint and replace with something else + place a block over waypoint. > Restart Game.