plinkie - the way the pathfinding behavior works is that it has to search the entire map when created or enabled. Because the layout is over 16k by 16k, it takes about 4 seconds on creation. So if we had 50 enemies each with their own individual pathfinding sprite, it would take a few minutes to load the game. (and before you ask, the game is a very small pixel scale, so that amount of memory shouldn't be a problem).
Things will be dynamically created and destroyed in the end, so the best way I figured to have pathfinding in the game was to only have 1 object generate the map and just link each pathfinding sprite to any sprite that utilizes it (enemies, your dog, etc.) Hopefully that makes more sense?
Also, side question; what looks dangerous every tick?
UPDATE: Also, confirmed - it is not selecting the appropriate sprite on the UID check. Not sure why, though, the numbers match. I've been having a lot of issues with integers and strings ever since I switched to the new runtime.