I didn't follow half of what you said.
Paths work by using layered grids, which are square, that describe the blocks of an area. They are tiny compared to the size of the world and slow to generate. There are 256 max and they don't link together. They are placed in areas where AI may need to path, like around players or hordes.
Sorry about that some times i think of multiple things faster than
I can write. First part was just a poke the bear, repeat, that Gazz
posted prior regarding Devs and mods. JK Gazz
Second part was rewriting each of the things I had read
previously about pathing limitations.
Third part was how it is potentially circumvented, because of the
limitation. Players multi base, heat generators, to spoof the AI.
Gathered from what i've read here and on web/Unity tutorials.
I modify, for my self to try to first learn what can and can't work
together, and try to design AI response to compensate. Then I play,
selfish endeavour. I ask here because i get clear direction I can
follow.
The final part I was asking, because of the post showing the expansion
and flexibility of calls and controls. Would I be able to associate
the grid squares, with the P_storm emitters. I know that is not their
original purpose, but I was thinking that they may be able to double
as sensors, expanding the pathing plane, like the 2d coordinates
in Electronic Battleship, Or Chess.
The picture that I posted was one i snapped a year ago, after i made
the storm emmitters visible, to understand the layout. Your post
reminded me of it, same sort of layout, So me being me I wondered
if they could be tied together, to create flexible, interactive,
extension of the default pathing grid.
To me 7DTD is breaking boundaries, taking next steps, and with all the
creative flexibility that you all have given. It makes it possible for me
to think in a nonlinear rule bound sense. But since I don't know which code
is incompatible with which yet, I ask because I know I'll get a real answer.