Quote from: ZestyLemons on November 03, 2016, 12:50:27 AMQuote from: ChimpX on November 02, 2016, 10:06:22 AM
Actually my point is that the tiled path I'm referring to *is* the shortest, direct, straight-line route between points A and B, but I see my colomists regularly wander off it, through unpaved (slower movement rate) terrain, then back onto it, meandering their way from A to B.
I've been seeing them do this even before beer and drugs were in the game, so it can't be that.
Maybe it's by design to have a certain randomness in the pathing. Still, it doesn't seem right.
Could you provide some examples of your paths? Are colonists just going for a walk, or doing work tasks?
There is little point to make a screenshot, as it's really simple to see this "problem".
Tynan is also perfectly aware of this. Pawn always go for the "straight" path, and on anything but short path choice, they won't use the path you could expect.
For instance,
If you have a (B)ase, an (E)ntrance, a mountain in front of it (at some distance, say 100 tiles) and only one quick way to go trough it with a straight line from your base to this way.
BBBBB E BBBBBB
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MMMM W MMMMM
-1----------------
(1) if the thing they want isn't aligned, they ignore the straight line and go in diagonal to be the CLOSER possible quickly to (2). Then the path system find they can't just keep in diagonal to reach it because of the (M)ountain, check around, find the (W)ay and go to it (in diagonal, again). In the end, they avoid using a straight line, regardless of the speed.
On a very short range, they do try to avoid being slow, but on long range as they don't "see" really far.
The mod help a lot for this, but also impact the performance. Obviously it impact a lot during raid, but as you are likely stuck with the normal speed, it's not THAT much a big deal.