RimWorld
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Clean Pathfinding 2 Continued
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Mod, 1.5
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181.909 KB
3 JUN a las 7:33
31 JUL a las 11:53
10 notas sobre cambios ( ver )

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Clean Pathfinding 2 Continued

Descripción
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.
Discusiones populares Ver todo (1)
2
8 JUN a las 16:38
(Bug) Drafted pawn cant heal when ordered to.
Skoo
87 comentarios
_♣Caligula♣_ 4 SEP a las 7:37 
Does this mod collide as of lately(past few days?) with insectoids 2 and vanilla furniture expanded security?
Have own pawns right after starting new colony with endless exception ticking errors.
As soon as pawns are set/belonging to a hostile faction it stops.
Crimson 3 SEP a las 3:21 
Thank you for continuing this mod
Viper 31 AGO a las 14:50 
Radmir's point is a good one! I've run into this exact issue with other continued mods before. Please indeed update the About.xml
Radmir95 29 AGO a las 11:03 
I understand that you wrote in the description that you need to delete, but people's inattentiveness should be taken into account too :) . The game does not give warnings in this case if the old mod remained, and so there is a chance that the user will suspect something.
Radmir95 29 AGO a las 11:01 
@FerrisCH Change the author of the mod and its name in About.xml to your own. Otherwise, the game runs the original mod if people have it, but yours does not see it. And the errors described below may be for people not because of your mod.
JasonGriffin 17 AGO a las 13:42 
I am having the same issue with overriding path avoid
Katieclysm 11 AGO a las 5:36 
Looks like this overrides Path Avoid? I blocked off a large area as hated with PA, but the pawns still wander right through it as a shortcut.
kongkim 29 JUL a las 3:52 
@Ferris I ran into a problem were Visitors/Guests not always want to leave and just wander around, This mods setting to find exit helped a lot, but if some of the leaving pawns get injured on the way out they sometimes go back to just wandering around not leaving the map until they die of hunger or frostbite on my map.
Its it possible to make a timed chack or something to force pawns wantering around to try and leave the map again?
JSJosh 24 JUL a las 14:01 
Thats in the mod settings. You can adjust the weight on pawns avoiding dirty environments.
NerffffF 24 JUL a las 8:23 
is there a way to make pawn stop avoiding dirt path?