RimWorld
Natural Paths
80 件のコメント
AnneCrankin90s 7月11日 20時42分 
W mod, but theres an error with the new draw tools, the angled line behaves like the square fill toof
RAD EMERALD 7月6日 11時33分 
AH THANK DUDE!
VelxraTV 7月6日 10時51分 
and so it has been. thank you
RAD EMERALD 7月6日 6時34分 
pls update 1.6?
LiterallyBeenVibing 6月9日 19時08分 
do the paths inflate your wealth?
Xy | Hori 2024年9月23日 12時53分 
it seems that firethrowers from combat extended dont work on the paths
VelxraTV 2024年7月26日 15時28分 
was the mild conflict between natural paths and fluffy's desired paths ever patched? its what @sgthanzmullersw mentioned in 2023.
LordVamp 2024年3月31日 15時33分 
Is there no way to remove a path or build over it?
SghHanzMullerSW 2023年8月15日 13時20分 
natural paths and fluffys desired paths colides a little bit
Karpeno 2023年2月27日 11時01分 
It needs to Cost something! It's to OP!
Stormline526 2023年2月12日 11時51分 
Would love to see this include options for Alpha Biomes Terrain types.
shane_357 2022年12月4日 22時26分 
I'm sorry to bother you, but could we get the ability to blacklist certain terrains from being affected by this? Some modded ones just don't make sense.
Zoid 2022年11月19日 17時06分 
is this good to go with biotech? RimPy says its not up to date.
Demognomicon 2022年10月13日 12時10分 
Nice!
permarust  [作成者] 2022年10月13日 3時39分 
Updated to 1.4
Demognomicon 2022年10月11日 1時53分 
A 1.4 version would be cool
Arky 2022年8月18日 9時42分 
I think that just adding

<Beauty>-3</Beauty>
<BeautyOutdoors>0</BeautyOutdoors>
<Cleanliness>-1</Cleanliness>

would remove the need to touch the filth rate
Arky 2022年8月18日 9時31分 
The gravel paths should have been clean but kept the filth
Arky 2022年8月18日 9時30分 
I agree with the 0 filth generation in order to make it similar to a natural dirt path. It should not be a clean tile however. It should have kept the original -1.0 dirt value
MooningBunnies 2022年8月10日 0時19分 
Can we change stats? Walk speed for instance?
Vagineer1 2022年2月18日 14時32分 
Not sure why but when I click on the dirt path, light dirt path and farm paths in the architect menu my ui disappears until I managed to deselect either of those three things. Not sure why, not getting any sorta bug report either so I have no idea what is going on.

This issue only started today as well.
Kyrox 2022年2月10日 15時24分 
Is there any way to just add this to floors architect tab instead of having it with it's own category?
Thundercraft 2021年8月15日 11時04分 
I was going to try to download the slightly older version from your GitHub, before the August 13 update that removed filth generation, because I wanted some filth. (I guess you could say that I like it dirty. :P) But I discovered that your GitHub only contains the latest update and does not contain actual releases...
permarust  [作成者] 2021年8月15日 5時08分 
Well, this has been a feature that has been requested since I published it. One problem I see with allowing some filth to generate is that the pawns will start to clean dirt from the dirt path which doesn't seem realistic either.
Thundercraft 2021年8月15日 0時27分 
So the last update removes all filth generation entirely? Not even a little bit could have been left in?

I would agree that paths should generate less filth than natural terrain, such as dirt, marshy terrain and mud. A path is compacted, with less loose material, and likely rather dry. But...

I do not think it makes sense that a dirt path or sand path would generate absolutely no filth at all. In real life, walking down a dirt path and then walking straight into one's house to the carpeted living room is frowned upon unless one wipes their shoes off on the welcome mat first.

Or is this another case where quality of life and such trumps even a semblance of realism?
Skele₊ 2021年8月13日 8時20分 
Awesome, love that!
Had a check with 4 times speed in an old base that used these almost everywhere and just seeing how my roads did, love it a lot!
permarust  [作成者] 2021年8月13日 5時33分 
Update: Removed filth generation using the new stat, filth multiplier. Thanks Arnovitz for pointing it out!
Skele₊ 2021年8月7日 3時54分 
No they dont
Infact it works great as a cave floor with some mods that add extra mushrooms Etc.
Bidibits 2021年8月7日 3時05分 
does plants grow in the path?
permarust  [作成者] 2021年8月6日 1時20分 
That sounds interesting! Ill check it out when I am back home (sometime next week)
Arnovitz 2021年8月4日 20時24分 
Just checking in. Could the new "filth multiplier" stat help reduce the dirt on dirt problem? For example, the straw matting tile is set to 5% while most tiles are 100%.
Heckerpecker 2021年7月29日 10時40分 
thx mate
permarust  [作成者] 2021年7月29日 10時08分 
Update: Added Desire Paths support to this mod so you don't need the extra patch anymore.
dia0x00 2021年7月23日 17時50分 
I don't know if this is intended behavior, but paths (at least the dirt one) override terrain affordance. ngl it was useful, but probably a bug
Heckerpecker 2021年3月24日 11時58分 
Pls can you make that it willl work right with Desire Paths?
Skele₊ 2021年1月2日 8時09分 
Bit weird that these get filth on it.
Would almost think it should only get blood, mud and anything that looks natural on it, no?
Caley 2020年10月10日 9時53分 
Great mod. Awesome way to designate buildable terrain in the swamps while also keeping it free of any vegetation.
Yezus 2020年10月2日 23時23分 
does this work like natures pretty sweet where if colonists just walk a certain route enough times a path is made?
Draegon1993 2020年9月19日 21時12分 
I even have it on the suggested mods list for use with Biomes! :D
Draegon1993 2020年9月19日 21時12分 
Hey! This mod is great and I honestly adore that it exists. It's perfect for more primitive or nature-friendly colonies.
MasterOfBacon 2020年9月3日 1時27分 
does this work with multiplayer?
Jegol 2020年8月15日 10時20分 
Just gotta say, I find myself always needing this mod on new saves. Thank you!
permarust  [作成者] 2020年8月6日 4時34分 
@Fluffy Thank you for taking the time to add this! I do have some questions although I'm not sure what your tag is on discord, I sent you a friend request on steam. :steamhappy:
Fluffy 2020年8月5日 15時00分 
Hey, just getting back to you about compatibility with Desire Paths. I've added a DefModExtension that should allow you to specify your paths to be used as the generated paths for specific terrains. It's not ideal, but it's a start.

Have a look at the patch file for Ice terrain, you should basically be able to copy/paste that with some edits. Feel free to reach out to me (I might respond faster on Discord) if you want me to change anything else.
permarust  [作成者] 2020年6月1日 5時09分 
Hello everyone, I've been trying to figure out how to stop filth generation, but it seems like it's not possible. Both <filthAcceptanceMask> and <filthGenerated> results in errors. You can try and think of it as path maintenance (E.g. removing twigs and leaves that have fallen from trees) for now until I figure out how to fix it.
@TerraggosaurusRex, @SpaceMilk, @Arnovitz, @SquirrelWizard
TerraggosaurusRex 2020年5月26日 8時01分 
@RadZerp - To stop floor paths from accepting 'natural' filth filthAcceptanceMask needs to be set (to adjust the FloorBase default of allow all). Tested GitHub pull request provides example.
< blank > 2020年5月6日 11時32分 
Agree with Arnovitz. Would be nice if dirt paths weren't affected by filth, just seems weird. Otherwise, this is a fantastic mod.
Arnovitz 2020年4月13日 21時52分 
These look great, the only minor problem is that filth/dirt tracks on them, so sometimes I have to clean the dirt off my dirt paths.
Videogameplayer 2020年3月17日 2時13分 
@murky just search 'change map edge limit' and you'll find a mod for that
permarust  [作成者] 2020年3月13日 1時45分 
@murky (mic broke) I'm not able to work on any of my mods atm since my country is under lockdown and my computer with all of my relevant programs is at my other place. I'd recommend trying out dev mode and the 'set terrain' mode.