Pieter
Pieter
Add an forced resource in the withdraw process, this way it cant withdraw other resources. Do maybe aswell checks if wrong resource in container, then create task to dispose of...
https://app.milanote.com/1OvVNL1GdZWSaH?p=WfgX7OwiJdg Some interesting concepts I added is priority structures and max csCount per room
 Bottom right, thinks it can go through but didn't build an road
Maybe related but creeps couldnt walk further then position in screenshot.
Not found anymore, could be still there
 Its still there
 @CarsonBurke This should do it. Tested and worked. Would not work optimal but would handle the case and stop them from fighting for the same spot
Null values are handled by graphite, counts as non value https://user-images.githubusercontent.com/93532088/198053232-e9582387-87e8-4d65-aa03-8933b1dec904.png I think when missing data for path is also counted as null @nama17 What you have done is filtered...
Perfect.
@CarsonBurke positive as in creep heals 10, we shoot 20 which is an positive 10 damage. And dont shoot when negative? This would be an feature request but we could...