![]() On certain pathblocks (in 1.18 and 1.19 ), your colonists move faster and stick to the paths when pathfinding. However, this is rare and generally won’t be an issue. This does take a while, though, and sometimes can result in unforeseen circumstances, like a guard Leeroy Jenkins-ing into a cave, only to be overwhelmed by monsters. Getting Stuckīut what if a colonist can’t find a path to where they want to go? What if, say, they fall in a hole and get stuck, or they’re trying to climb somewhere high up that doesn’t have any way there yet, or if they get trapped inside a wall by an overenthusiastic Builder? Not to fear! Your colonists are also slightly magical in that, if they’re stuck in one place for too long, they’ll build up enough willpower to relocate themselves forcibly to a nearby valid location and continue on their way. However, they will try to avoid going through fences, as is expected, and generally will find a way around dangerous obstacles like fire, magma, lava, cacti, and sweet berry bushes. ![]() They’ll climb up and down ladders and vines just fine as well. They know how to open both wood and iron doors - even without any redstone input - trapdoors, and fence gates. They’ll generally find a pretty good path to get where they want to go due to their advanced degrees in walking from Raycoms University and their RavenEyes© vision.Īs such, they’re able to move across flat ground, single-block steps, stairs, slabs, and other such blocks. Unlike the normal villagers you might see in the world, your colonists are a bit smarter. ![]() Fortunately, there are some basic guidelines that help you corral these incorrigible colonists to go where you want them to faster. It almost seems like they have a mind of their own in how they move. ![]() You’re sure to have noticed that getting your colonists to run the right way to their job isn’t always easy. ![]()
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