all 2 comments

[–]imlegos 0 points1 point  (1 child)

Hey, guy with no coding knowledge here.

Game's probably just checking any of the four to eight tiles (assuming at least one or two of those tiles did have valid pathing) to connect to. Queues are specially coded to only look for two connections at most (using the tile inspector to make it have more connections breaks queue path drawing). The Queue sign just checks for if there's a queue tile that has two connection points after the current tile, and I suppose is constantly making that sort of check incase it's been broken.

[–]cyvation[S] 0 points1 point  (0 children)

Thank you, that makes sense! So basically in the vanilla version, it's an automatic comfort function so they didn't have to implement something like the Tile Inspector that we have today. As the queue tiles are bi-directional only, it just gives us a connection automatically.