1.20.1 Tubes non-functional #907
Labels
AI/Pathfinding
issues regarding rat movement or working
bug
confirmed
high priority
needs to be addressed ASAP
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.
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