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Ritual altars had no target entry, so Radar drew no path to them. Target Metadata/Terrain/Leagues/Ritual/RitualRuneObject rather than RitualRuneInteractable. The interactable is an IngameIcon that only loads within ~160 grid units, while the terrain object loads at 490+, so routes appear from across the map instead of only once you are already standing on the altar. ExpectedCount 99 keeps each altar its own cluster rather than averaging several into one useless midpoint. Retiring the route needed more than the existing check. An altar is not a chest: it keeps a valid entity for the rest of the map once its ritual has been run, and carries no Chest component, so IsOpened could never retire it. current_state, traced through one altar's whole life in a map: 0 the pack around the altar is alive and it cannot be clicked 1 the pack is dead, interaction_enabled flips to 1, ritual can start 2 the ritual is running 3 the ritual is done and isTargetable goes false Only 3 retires the route. States 0 and 2 are both unclickable but still worth walking to, so keying removal on clickability would erase the path exactly when it is most useful. The watch loop also could not stay bound to the entity it was handed. The client only keeps entities within roughly 250 grid units per axis, so walking to one altar unloads the others; the existing IsValid check then retired their routes, and EntityAdded would not rebuild them because their positions were already known, so every altar you walked away from lost its path for good. Altars are now looked up by entity id in the live list on each poll -- ids survive the unload where the reference does not -- and an altar that is not currently loaded reads as unobservable rather than finished. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TCFwWMDqScaqSF3EByERM4
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Radar had no target entry for Ritual altars, so it drew no path to them.
Target choice
Targets
Metadata/Terrain/Leagues/Ritual/RitualRuneObject, notRitualRuneInteractable.An altar is three co-located entities. The interactable is an
IngameIconthat only loads within roughly 160 grid units, while the terrain object loads at 490+. Targeting the interactable would only draw a route once you were already standing on the altar, which defeats the point of having one.ExpectedCount: 99keeps each altar as its own cluster rather than averaging several into a single midpoint that sits on none of them — the same approach as the existing Sanctum lever entry.Retiring the route
The entity watch in
AddRouteneeded two changes.An altar is not a chest. It has no
Chestcomponent, and its entity stays valid for the rest of the map once the ritual has been run, soIsOpenedcould never retire its route. The completed state has to be read off the state machine.current_state, traced through one altar's entire life in a map:interaction_enabled=0, not clickableinteraction_enabled=1, ritual can be startedinteraction_enabled=0againrituals_completedincrements,isTargetablegoes falseOnly 3 retires the route. States 0 and 2 are both unclickable but still worth walking to, so keying removal on clickability (
interaction_enabled/isTargetable) would erase the path for most of the altar's life — precisely when it is most useful.The watch cannot stay bound to the entity it was handed. The client only keeps entities within roughly 250 grid units per axis, and a map's altars sit much further apart than that, so walking toward one unloads the others. The existing
entity.IsValidcondition then retired their routes, andEntityAddedwould not rebuild them on reload because their positions were already in_allTargetLocations— so every altar you walked away from lost its path permanently.Altars are therefore looked up by entity id in the live entity list on each poll. Ids survive the unload where the captured reference does not, and an altar that is not currently loaded reads as unobservable rather than finished. Chest behaviour is unchanged: for those, an invalid entity is still gone for good.
This one is worth a look from someone who knows the intent of the original
IsValidcheck — it was harmless for the existing entity targets (an Expedition encounter atExpectedCount: 1, Sanctum levers all within one room), and Ritual altars are the first target spread far enough apart to trip it. If it is load-bearing for something I have not spotted, the narrower fix is to make the invalidity rule conditional on the target rather than on the entity type.Verification
The state table was read off a live client rather than inferred: one altar's state machine was polled every 2s from spawn through completion. The culling behaviour is from the same capture — one altar was observed loaded, then absent for four minutes while the player moved away, then loaded again under the same entity id.
Tested in a real Ritual map: routes to every altar appear while their packs are still alive, survive walking across the map to another altar, and only the completed altar's route clears. Builds clean against ExileCore2.
🤖 Generated with Claude Code