RimWorld

RimWorld

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Desire Paths (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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201.553 KB
24.8. klo 14.24
4.11. klo 10.30
2 muutosilmoitusta ( näytä )

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Desire Paths (Continued)

1 kokoelmassa, tekijä Mlie
Mlie's resurrected mods
976 luomusta
Kuvaus

Update of Fluffys mod https://steamproxy.net/sharedfiles/filedetails/?id=2072410063
Based on the 1.5 version by Cybranian https://steamproxy.net/sharedfiles/filedetails/?id=3263698071

- Added setting to control how much impact animals has on path generation
- Added setting to ignore wet terrain
- Removed the unsafe code
- To control where pawns walk, please use Pathfinding Avoidance by llunak



[discord.gg]
[github.com]


Creates packed dirt paths when colonists frequently take the same path.

Features

Packed dirt has a higher move speed than most other 'natural' terrains, but it does track a lot of dirt around and has no fertility. If your colonists frequently walk through your farms, they will eventually trample the fields.

Packed dirt paths will form when colonists frequently take the same path over grass, soil, dirt and other natural terrain. The packed dirt paths will eventually degrade back into the original terrain if not walked on. In the real world, such paths are called desire paths[en.wikipedia.org], Elephant paths, pirate paths, or just simply shortcuts.



Recommended

If you find that your colonists keep walking through your fields, I recommend using this together with
Path Avoid, so that you can better steer where your colonists may and may not walk.

For problematic trade caravans, you may want to use KV's Trading Spot.

That said, if such desire paths form where you don't want them, it's really a sign that you need to change your base design!

Known Issues

None

For Modders

By default, any terrain that has the XML tag TakeFootprints' set to true will be 'packable', and given enough traffic, packed dirt paths will appear. As of version 0.7.97, the mod reads a DefModExtension on terrain defs. This extension has two fields, 'disabled' and 'packedTerrain'. These allow you to disable desire paths' behaviour for a specific terrain, or specify which terrain def should be used for the created path.

This extension can either be added directly on modded terrainDefs, or be injected with a patch. Desire Paths itself uses such a patch to disable its' behaviour for Ice terrain, so that might be a good place to start.

Think you found a bug?

Please read this guide before creating a bug report

Older versions

All current and past versions of this mod can be downloaded from GitHub[github.com].

License

All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit.
All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some of the content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Parts of this mod were created by, or derived from works created by;

  • surang: road preview icon (BY-NC[www.flaticon.com])
  • Smashicons: path preview icon (BY-NC[www.flaticon.com])
  • Freepik: landscape preview icon (BY-NC[www.freepik.com])


  • See if the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: colonists, traffic
21 kommenttia
Not Sure 19.11. klo 3.03 
with "Path Avoid" not updated to 1.6, I've found the mod "Pathfinding Avoidance" does the same thing in a slightly different way. Instead of painting the avoidance directly with it's own gizmo, it uses the Areas system to do basically the same thing. Slightly more setup but definitely a required mod if you're using Desire Paths.
Mlie  [tekijä] 9.11. klo 23.41 
@Limey Lassen yea, you should pobably not let them walk there
Limey Lassen 9.11. klo 22.27 
A trader caravan trampled all of my crops. Like, all of it. The entire field.
The Flying Potato 9.11. klo 19.01 
Thank you for the hard work you do updating mods!
Mlie  [tekijä] 16.9. klo 10.51 
@Sunblood Please see the Reporting Issues section described above
Sunblood 16.9. klo 10.49 
Pawns keep getting stuck trying to path between two single squares of desire path. https://imgur.com/a/NlaEPDx
Nebula 8.9. klo 10.57 
Спасибо!
Mlie  [tekijä] 31.8. klo 3.24 
@Bwuhbwuh Yes if enough pawns walk over them during a small enough time-window. You should not have your pawns use your fields when pathing, only when doing field work
Bwuhbwuh 31.8. klo 3.15 
Can this mess up my crop fields? I've got an area that is only reachable through a crop field but I don't want to have an actual path through it as that lowers the amount of produce.
Balthazad 28.8. klo 7.06 
hi modding legend in eternity,
any chance that you could take a quick look into ColdCrystals next? it still has near 5k subs praying for you to see it - and it might be down to a simple "rename the item into freezecrystal" thiing with the failed update from nik :')