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I finally found some rats in my world and tamed them. I was stoked to get them transporting items and elated to have little buddies in the house. However I found a few bugs that I will separate into different posts as per your request under a different mass bug post where you stated it is harder to track.
Rats cannot see / do not prioritize / cannot access tubes in any capacity in any version for 1.20.1. I have not done testing on newer versions so this may be long since fixed. I originally thought that maybe I had broken something with another mod so I started disabling them one at a time in a test world until none but rats and citadel remained. This led me to load a fresh profile and start with nothing but rats and citadel and test from scratch. To no avail. I set up tons of test scenarios whilst reading any log or entity data I could get my hands on to see If I could watch the pathfinding in action but I was still left with much obscured. The scenarios I set up included
A straight path that could only be accessed via tube or an extremely long winding path without tubes. The rat either got stuck at the enterance of the tube or would run into walls halfway down the long path and start squeaking for assistance.
A closed box where there was a single tube in and out. The rat would go to a random side of the exterior and jump repeatedly despite the top not being accessible either.
A raised platform where the top is accessible via tube or stairs. The rat would choose neither and stand under where the chest was located spinning.
A rat cage stuck in a wall with tubes in and out either side to a closed space. The rat would pick a random spot on the exterior wall to harass with friction.
There are a few more but they are similar to the above scenarios and bordering on redundant so I digress. However I had this inescapable need to find a solution and so I dug through your source here and could not find any pathfinding priorities to use tubes over the ground. Perhaps I am incorrect or looking in the wrong spots, I am a C++ and Lua guy mainly and have not touched Java in a year or two. Would a pathfinding priority on tubes be beneficial? Perhaps the rats having a minor speed boost when moving through tubes would automatically resolve the path through a tube to be the most efficient. I am unsure as to how Minecraft works in the background so you are the expert but I love testing this kind of thing.
Regardless, thank you for your time and sorry for the eccentric post, Your mod is lovely and I continue to enjoy it and its progress.
The text was updated successfully, but these errors were encountered:
I finally found some rats in my world and tamed them. I was stoked to get them transporting items and elated to have little buddies in the house. However I found a few bugs that I will separate into different posts as per your request under a different mass bug post where you stated it is harder to track.
Rats cannot see / do not prioritize / cannot access tubes in any capacity in any version for 1.20.1. I have not done testing on newer versions so this may be long since fixed. I originally thought that maybe I had broken something with another mod so I started disabling them one at a time in a test world until none but rats and citadel remained. This led me to load a fresh profile and start with nothing but rats and citadel and test from scratch. To no avail. I set up tons of test scenarios whilst reading any log or entity data I could get my hands on to see If I could watch the pathfinding in action but I was still left with much obscured. The scenarios I set up included
There are a few more but they are similar to the above scenarios and bordering on redundant so I digress. However I had this inescapable need to find a solution and so I dug through your source here and could not find any pathfinding priorities to use tubes over the ground. Perhaps I am incorrect or looking in the wrong spots, I am a C++ and Lua guy mainly and have not touched Java in a year or two. Would a pathfinding priority on tubes be beneficial? Perhaps the rats having a minor speed boost when moving through tubes would automatically resolve the path through a tube to be the most efficient. I am unsure as to how Minecraft works in the background so you are the expert but I love testing this kind of thing.
Regardless, thank you for your time and sorry for the eccentric post, Your mod is lovely and I continue to enjoy it and its progress.
The text was updated successfully, but these errors were encountered: