RimWorld
Natural Paths
Коментарів: 80
AnneCrankin90s 11 лип. о 20:42 
W mod, but theres an error with the new draw tools, the angled line behaves like the square fill toof
RAD EMERALD 6 лип. о 11:33 
AH THANK DUDE!
VelxraTV 6 лип. о 10:51 
and so it has been. thank you
RAD EMERALD 6 лип. о 6:34 
pls update 1.6?
LiterallyBeenVibing 9 черв. о 19:08 
do the paths inflate your wealth?
Max Retarded #P3 23 верес. 2024 о 12:53 
it seems that firethrowers from combat extended dont work on the paths
VelxraTV 26 лип. 2024 о 15:28 
was the mild conflict between natural paths and fluffy's desired paths ever patched? its what @sgthanzmullersw mentioned in 2023.
LordVamp 31 берез. 2024 о 15:33 
Is there no way to remove a path or build over it?
SghHanzMullerSW 15 серп. 2023 о 13:20 
natural paths and fluffys desired paths colides a little bit
Karpeno 27 лют. 2023 о 11:01 
It needs to Cost something! It's to OP!
Stormline526 12 лют. 2023 о 11:51 
Would love to see this include options for Alpha Biomes Terrain types.
shane_357 4 груд. 2022 о 22:26 
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 19 листоп. 2022 о 17:06 
is this good to go with biotech? RimPy says its not up to date.
Demognomicon 13 жовт. 2022 о 12:10 
Nice!
permarust  [автор] 13 жовт. 2022 о 3:39 
Updated to 1.4
Demognomicon 11 жовт. 2022 о 1:53 
A 1.4 version would be cool
Arky 18 серп. 2022 о 9:42 
I think that just adding

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

would remove the need to touch the filth rate
Arky 18 серп. 2022 о 9:31 
The gravel paths should have been clean but kept the filth
Arky 18 серп. 2022 о 9:30 
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 10 серп. 2022 о 0:19 
Can we change stats? Walk speed for instance?
Vagineer1 18 лют. 2022 о 14:32 
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 10 лют. 2022 о 15:24 
Is there any way to just add this to floors architect tab instead of having it with it's own category?
Thundercraft 15 серп. 2021 о 11:04 
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  [автор] 15 серп. 2021 о 5:08 
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 15 серп. 2021 о 0:27 
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₊ 13 серп. 2021 о 8:20 
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  [автор] 13 серп. 2021 о 5:33 
Update: Removed filth generation using the new stat, filth multiplier. Thanks Arnovitz for pointing it out!
Skele₊ 7 серп. 2021 о 3:54 
No they dont
Infact it works great as a cave floor with some mods that add extra mushrooms Etc.
Bidibits 7 серп. 2021 о 3:05 
does plants grow in the path?
permarust  [автор] 6 серп. 2021 о 1:20 
That sounds interesting! Ill check it out when I am back home (sometime next week)
Arnovitz 4 серп. 2021 о 20:24 
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 29 лип. 2021 о 10:40 
thx mate
permarust  [автор] 29 лип. 2021 о 10:08 
Update: Added Desire Paths support to this mod so you don't need the extra patch anymore.
dia0x00 23 лип. 2021 о 17:50 
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 24 берез. 2021 о 11:58 
Pls can you make that it willl work right with Desire Paths?
Skele₊ 2 січ. 2021 о 8:09 
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 10 жовт. 2020 о 9:53 
Great mod. Awesome way to designate buildable terrain in the swamps while also keeping it free of any vegetation.
Yezus 2 жовт. 2020 о 23:23 
does this work like natures pretty sweet where if colonists just walk a certain route enough times a path is made?
Draegon1993 19 верес. 2020 о 21:12 
I even have it on the suggested mods list for use with Biomes! :D
Draegon1993 19 верес. 2020 о 21:12 
Hey! This mod is great and I honestly adore that it exists. It's perfect for more primitive or nature-friendly colonies.
MasterOfBacon 3 верес. 2020 о 1:27 
does this work with multiplayer?
Jegol 15 серп. 2020 о 10:20 
Just gotta say, I find myself always needing this mod on new saves. Thank you!
permarust  [автор] 6 серп. 2020 о 4:34 
@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 5 серп. 2020 о 15:00 
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  [автор] 1 черв. 2020 о 5:09 
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 26 трав. 2020 о 8:01 
@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 > 6 трав. 2020 о 11:32 
Agree with Arnovitz. Would be nice if dirt paths weren't affected by filth, just seems weird. Otherwise, this is a fantastic mod.
Arnovitz 13 квіт. 2020 о 21:52 
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 17 берез. 2020 о 2:13 
@murky just search 'change map edge limit' and you'll find a mod for that
permarust  [автор] 13 берез. 2020 о 1:45 
@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.