Comments (1)
This is not a bug, the path finder algorithm is reach CPU limit and its return a closest position to the goal position. You need to try increase maxOps to solve this problem, or decrease cost for swamp, or allowing only rooms that returned by Game.map.findExit. Unfortunately sometime it's dificalt to find path from one point to another.
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Related Issues (20)
- Engine using newly deprecated method HOT 1
- Engine uses a *slightly* older version of lodash than the rest of Screeps HOT 1
- Spawn.spawning.setDirections() unable to change number of directions HOT 6
- TypeScript?
- Unclaim doesn't remove room from user's list of rooms HOT 1
- inactive orders (amount = 0) have wrong price
- Spawning not being set to null after spawning HOT 2
- RoomPosition.findClosestByPath ignores range option - always uses range 1
- [Optimization] processor/roads/tick HOT 1
- Creep.prototype.attackController wastes CPU using _getActiveBodyparts
- creep.moveTo calculates new Path when creep fatigued and reusePath and visualizePathStyle is used HOT 1
- How to debug VMs
- Upgrade to Latest Node Versions HOT 2
- Destroying structure by invoking `Structure#destroy` is not logged by `Room#getEventLog`
- Refactor recommendation for Structure.isActive
- NPM Outdated
- Request: Remove minimum resource amount for StructureTerminal.send() HOT 4
- RoomPosition#createConstructionSite needs supports for name parameter HOT 2
- Construction site removal broken, completely locking up rooms on IVM private servers. HOT 2
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