RimWorld

RimWorld

378 ratings
Clean Pathfinding 2 Continued
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Mod, 1.5
File Size
Posted
Updated
181.542 KB
3 Jun @ 7:33am
4 Jul @ 5:28pm
9 Change Notes ( view )

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Clean Pathfinding 2 Continued

Description
Original Mod: https://steamproxy.net/sharedfiles/filedetails/?id=2603765747
Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!



Original Description

What's the point of building roads and paths around the map if your pawns are just going to dirty their feet by not using them? This mod applies a modifier to the perceived pathing costs of any dirty tiles to help keep things clean.

Features
  • Net gain performance: With all the featured combined, the number of calculations needed to chart out a path can sometimes be as low as 1/4th compared to vanilla. The screenshots in the gallery offer a demonstration.
  • Clean feet: Pawns will have a greater attraction to sticking to walking along paths and cleaner surfaces, even if it may extend the length of their trip by a small yet reasonable amount. Various rules can override this behavior such as emergency conditions, or factoring light.
  • Doorpathing: Allows you to designate some doors as having a higher perceived pathing cost than others. This can help prevent pawns from walking through sensitive rooms such as bedrooms or freezers, or using the non-main entrance.
  • Region pathing: Pawns can chart out paths across the map far more efficiently and smarter than vanilla pathing.
  • Optimized colliders: An optional patch to optimize vanilla's pawn collider code (pawns bumping into other pawns).
  • Wander tuning: Adjust how often wandering pawns (including animals and wildlife) wander from spot to spot, allowing performance starved users to tone down their AI costs.
  • Exit pathing: An optional feature which may be used on unusual, custom-made maps. If pawns are stuck and cannot find the map exit, this tuning can make their search more persistent.

FAQ
Q. How does this mod compare to Perfect Pathfinding, and can they be used together?
A. Perfect Pathfinding focuses primarily on the heuristic tuning side of pathfinding. You can use them together if you wish to overwrite this mod's tuning, though you can also just emulate the same effect by maxing out the heuristic tuning slider in the mod options.
Q. What is considered a road, for the sake of the road attraction rules?
A. Any terrain with the "CleanPath" tag, such as flagstone, packed dirt, broken asphalt, fine floors, paved tiles and concrete.
Q. I'm running into serious issues like crashing or standing pawns, and I think this mod is to blame?
A. This has been an ongoing study for awhile now and to the best of my knowledge, what is happening is that you have another mod that incorporates its own custom pathfinding that is handled off the main vanilla code branch. And this code is not doing a sanity check to handle cost reversal. You can work around this issue by reducing the "road attraction" slider to either 2 or less.
Q. What about raiders? Animals? Mechs? Allies?
A. Hostiles and animals ignore any special rules set out by this mod and work as normal. It just impacts your own colonists and mechs, and non-hostile guests of a greater than animal intelligence. Drafted pawns are also ignored.

Compatibility
  • Can be added or removed to games at any point.
  • Compatible with other mods that edit pathing, such as Path Avoid and SoS2.
Popular Discussions View All (1)
2
8 Jun @ 4:38pm
(Bug) Drafted pawn cant heal when ordered to.
Skoo
79 Comments
JSJosh 16 hours ago 
Thats in the mod settings. You can adjust the weight on pawns avoiding dirty environments.
NerffffF 22 hours ago 
is there a way to make pawn stop avoiding dirt path?
DeadBeard 22 Jul @ 12:59pm 
same stuck issues with my pawns, I was going to use this mod to fix it. I think its the better pawn control mod, but I am not sure
Nightfish 18 Jul @ 9:01am 
I'm running into the "pawns getting stuck" issue. To the best of my knowledge, I have no other pathfinding mods. Is there any way I can check if one of my mods that doesn't explicitly say so touches pathfinding?
ODevil 9 Jul @ 5:22am 
Heyo, do you think it's possible for the pathfinding algorithm to take into account different movement types like those added by Pathfinding Framework?
It makes little sense when a flying pawn (all terrain movement cost is 0) takes a long detour around a marsh when he could just fly/walk over it...
JSJosh 5 Jul @ 8:48am 
Hmmm I may have spoke too soon, its definitely IMPROVED, but they are still taking the long way every now and again.
JSJosh 5 Jul @ 8:40am 
Happy to say that the bridge issue seems fixed! :D
K33industries 4 Jul @ 10:18pm 
error is gone
K33industries 4 Jul @ 10:01pm 
thx ^^
Ferris  [author] 4 Jul @ 5:29pm 
fix is now pushed ty for reports <3