RimWorld

RimWorld

126 ratings
Foot Traffic Heatmap
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.510 MB
5 May, 2024 @ 9:56am
6 Aug, 2024 @ 12:41pm
2 Change Notes ( view )

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Foot Traffic Heatmap

Description
Adds an overlay to show colonist foot traffic.


Features
  • Overlay shows average traffic over the past few days
    • num days is configerable in settings
  • Heatmap Colors
    • least to most traffic: blue -> green -> yellow -> red
    • gradually fades over time
    • less visited areas are scaled up
      • can turn off in settings
  • Colonist filter
    • Selecting colonists filter the heatmap to those colonists
    • All colonists are shown by default


Notes
  • Move speed is factored in
    • The slower a pawn moves through a tile, the more heat is accumulated
  • Works with existing saves


Authors
  • Cliffyq - 1.3, 1.4
  • Missionz3r0 - 1.5

Contributors


Source
https://github.com/missionz3r0/FootTrafficHeatmap
22 Comments
missionz3r0  [author] 13 Jul @ 7:40am 
@KWJelly yes, I intend to update it for 1.6
KWJelly 12 Jul @ 8:36am 
Any plans to update for 1.6? Always find this mod handy when I'm building paths around my colony
missionz3r0  [author] 6 Aug, 2024 @ 12:46pm 
@RedPine and @Church.exe

I'm gonna quote myself from a comment I made to a similar question on performance.




To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.

There's a few other notes too.

Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked
missionz3r0  [author] 6 Aug, 2024 @ 12:44pm 
@Delmain

Thank you for the fix! Should be published now.
Church.exe 3 Aug, 2024 @ 5:02am 
does anyone know how performance-impacting this mod is? This seems like the sort of mod that could either have zero overhead or tons of overhead depending on how rimworld tracks colonist movement by default. (and how it needed to be tweaked to enable a heatmap of it)
Timou 29 Jul, 2024 @ 1:51am 
Must Have Mode. Thank you:Gifting:
Nothingness_1w3 13 Jun, 2024 @ 6:35am 
amen
Delmain 11 Jun, 2024 @ 7:58pm 
Hey mission, thanks for updating this to 1.5. I found an issue that came up when multiple colonists left my map at once (a refugee event ended and 3 colonists left). It's inside "RemoveInvalidPawns". I sent a PR on Github with some more details in it.

https://github.com/missionz3r0/FootTrafficHeatmap/pull/1
selest19 27 May, 2024 @ 9:01am 
@Roza Zərgərli banditcamp.com the mod adds a indicator in the bottom right that can be toggled to show a map of where pawns travel the most, it records pawns positions and then translates that into colored tiles (the grid). overall the mod does little actively but when designing a bases pathways to stuff like a kill box or just defenses it can help make your pawns faster by paving the routs they take or optimizing your farm to freezer pathways or recreation to work
Vladimir Lenin @bandit 27 May, 2024 @ 8:15am 
what u can do with this mod? can someone explain me?