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.
[b]If performance issues occur after v0.11.19, pause the game, go to Settings > Current Game Settings, and disable "Optimize Pathfinding for Teleporters."[/b]
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:
[previewyoutube=pc3cBVL-p7M;full][/previewyoutube]
Full changelog for v0.11.19:
- [Performance] Split pathfinding algorithm to support both fast pathfinding and accurate teleporter use
- [Performance] Add "Optimize Pathfinding for Teleporters" setting in "Current Game Settings" (on by default)
- [UI/UX] Show suggestion to build a Repair Station when one is not available
- [Bug] Fix workers could block work spots for others while doing certain tasks
- [Bug] Fix damaged workers silently dropping tasks when Repair Station was not available
- [Bug] Fix fast pathfinding could find a longer path if a teleporter was along the direct route to goal
- [Bug] Fix fast pathfinding could fail to find the path if excessive amounts of iterations were required
- [Bug] Fix Trade UI could execute the trade with inconsistent item quantities if search filter was used and cleared mid adjustment
- [Bug] Fix Cleaning Bots would start cleaning floors mid combat
- [Bug] Fix Cleaning Bots unable to use attack methods provided by equipped weapons
- [Bug] Fix relocating ML Booth or Replicator would destroy loaded brains / cores
- [Bug] Fix entering skill levels with keyboard in ML Booth would not apply the value
- [Bug] Fix robots in biological bodies unable to use beds, toilets, showers