Airlocks, Pathfinding, and Right-click Hotfix
Hey Folks!
Update v0.14.3.4 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Across the System" update, which addresses some AI airlock behaviors, pathfinding limitations, and right-click selection.
Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
Yesterday's patch introduced a bug where right clicking world items would always re-select the top item in the stack. And holding the right mouse button would show a random body part in the MegaToolTip. This should now be fixed.
Also, a player noticed that lack of "Open Airlock" permissions would stop their character from walking across thresholds with a pressure difference, even though that airlock was already open. This would most often occur right after an airlock opened, or in cases where air was constantly flowing through a doorway.
Now, if the door is open, AI will walk through it regardless of "Open Airlocks" permissions.
And since it could sometimes be unclear why AI refuse to open an airlock, we changed the logging a bit to be clearer.
Lastly, we are trying an experiment where we give AIs more searching power when they are looking for a valid path. Previously, they had to quit after searching 1511 tiles. And this could frequently stall them on larger ships (especially when docked).
Our new limit is about double that, at 3332. And in testing so far, it doesn't appear to hamper performance much. In fact, the lower limit may have been worse if the AI tried and failed many such paths in a row.
This change should hopefully result in more AIs getting where they need to go, without cryptic errors, or no feedback at all.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Update v0.14.3.4 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Across the System" update, which addresses some AI airlock behaviors, pathfinding limitations, and right-click selection.
Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.

- Right clicking world items will no longer always select top-most item or hands while paperdoll UI is open.
- AI should now be able to walk through open airlocks even if there is a pressure difference.
- Better logging when AI failed a path due to airlock permissions.
- Pathfinders can now search more than 1511 tiles before they give up.
Yesterday's patch introduced a bug where right clicking world items would always re-select the top item in the stack. And holding the right mouse button would show a random body part in the MegaToolTip. This should now be fixed.
Also, a player noticed that lack of "Open Airlock" permissions would stop their character from walking across thresholds with a pressure difference, even though that airlock was already open. This would most often occur right after an airlock opened, or in cases where air was constantly flowing through a doorway.
Now, if the door is open, AI will walk through it regardless of "Open Airlocks" permissions.
And since it could sometimes be unclear why AI refuse to open an airlock, we changed the logging a bit to be clearer.
Lastly, we are trying an experiment where we give AIs more searching power when they are looking for a valid path. Previously, they had to quit after searching 1511 tiles. And this could frequently stall them on larger ships (especially when docked).
Our new limit is about double that, at 3332. And in testing so far, it doesn't appear to hamper performance much. In fact, the lower limit may have been worse if the AI tried and failed many such paths in a row.
This change should hopefully result in more AIs getting where they need to go, without cryptic errors, or no feedback at all.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC