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StardeusNewsPathfinding, Teleporters and Performance
Game update

Pathfinding, Teleporters and Performance

Stardeus · published 21 Aug 2024, 14:38 UTC · build 15448201

All newsPlayers around this dateRead on Steam

Hey everyone!

Your feedback has been heard, and with the recent update, teleporters should work properly again! Several other pathfinding related bugs have also been fixed.

However, there's a catch. A choice needs to be made between having good performance on large ships with dozens or hundreds of beings and accurate pathfinding through the teleporter network.

If performance issues occur after v0.11.19, pause the game, go to Settings > Current Game Settings, and disable "Optimize Pathfinding for Teleporters."

Here’s a quick rant and explanation of why ultra-fast pathfinding and accurate paths through teleporters can't both be achieved at the same time:

Watch on YouTube

Full changelog for v0.11.19:

- Split pathfinding algorithm to support both fast pathfinding and accurate teleporter use
- Add "Optimize Pathfinding for Teleporters" setting in "Current Game Settings" (on by default)
- Show suggestion to build a Repair Station when one is not available
- Fix workers could block work spots for others while doing certain tasks
- Fix damaged workers silently dropping tasks when Repair Station was not available
- Fix fast pathfinding could find a longer path if a teleporter was along the direct route to goal
- Fix fast pathfinding could fail to find the path if excessive amounts of iterations were required
- Fix Trade UI could execute the trade with inconsistent item quantities if search filter was used and cleared mid adjustment
- Fix Cleaning Bots would start cleaning floors mid combat
- Fix Cleaning Bots unable to use attack methods provided by equipped weapons
- Fix relocating ML Booth or Replicator would destroy loaded brains / cores
- Fix entering skill levels with keyboard in ML Booth would not apply the value
- Fix robots in biological bodies unable to use beds, toilets, showers

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