RimWorld

RimWorld

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Pathfinding Avoidance
   
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Mod, 1.6
File Size
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1.980 MB
20 Jul @ 1:46am
5 Aug @ 1:50pm
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Pathfinding Avoidance

In 1 collection by llunak
llunak's RimWorld mods
14 items
Description
Make pawns try to avoid certain areas, such as filth-generating terrain or configured doors.

Description
In vanilla game, pawns do not mind walking through a freezer, other pawn's bedroom, or cutting a corner of a paved path. This mod implements the following features:
  1. Filth avoidance - All terrain that generates filth will be perceived as more costly to walk and pawns will try to avoid them if a clean path is nearby.
  2. Door avoidance - Each door can have a priority set. Pawns will try to avoid using 'Side Door' doors, and will use 'Emergency Door' doors only if it is the only way or the alternative is very costly.
  3. Area avoidance - If allowed areas named (exactly) "Path Avoid Low", "Path Avoid Medium" or "Path Avoid High" exist, these areas are perceived as more costly to walk. These areas cannot be assigned to in the Schedule/Animals/Mechs tabs.
  4. Growing zone avoidance - All growing zone tiles will be perceived as more costly to walk and pawns will try to avoid them.
  5. Room avoidance - Visiting friendly pawns (such as trade caravans) will try to avoid colony rooms; indoor rooms more than outdoor ones.
(Features 1. and 2. match the non-performance features 'clean feet' and 'doorpathing' from the Clean Pathfinding 2 mod. Feature 3. is similar to the functionality of the Path Avoid mod.)

These rules apply only to non-animal colonists or non-hostile visitors. Certain exceptions apply,
such as being drafted, in mental state, bleeding severely, doing emergency work, fighting, fleeing, etc.

Performance:
Pathfinding code in 1.6 is well-designed with regards to performance, with extensive caching and reusing of data, greatly reducing the need to update pathfinding data. This mod is designed to be cheap, with its performance impact being insignificant. Moreover changing settings to use 0 cost disables related parts of the mod. If you encounter a case when the performance impact is noticeable, please file a bugreport.

Supported mods:

Notes

You may want to subscribe to the low-traffic announcements pinned conversation. If you want to report a bug, please do so in the relevant pinned conversation.

GitHub: https://github.com/llunak/rimworld-pathfindingavoidance
Popular Discussions View All (2)
0
20 Jul @ 1:56am
PINNED: Bugreports
llunak
43 Comments
CrazyBlot 17 hours ago 
I achieve good results with triple combo:
- Using this mod for pathing
- Using Guarding Pawns mod for atracting pawn to patrol zones or spots
- Dynamic Areas (very cool mod!) in cases that upper two not enough to set additional restrictions
----
Now pawn follow pathes, avoid danger rooms, gather in places where we start assaults. Very cool )
llunak  [author] 22 hours ago 
@CrazyBlot You can copy&paste from the description here.
CrazyBlot 11 Aug @ 5:47am 
@llunak understant. Ok. Last my suggestion of improvement. Add copy button near zone names in mod settings in order to avoid manual entering long string (allowing mistyping).
llunak  [author] 11 Aug @ 4:46am 
@CrazyBlot No, it's always just increasing the perceived cost.
CrazyBlot 11 Aug @ 3:41am 
@llunak is it possible to set not "dificulty" for high zones (500 max right now), but make them completely impassible? Like walls, mountains etc. Something like "virtuals walls"
CrazyBlot 11 Aug @ 3:39am 
@llunak Understand - will try in some building for explore.
llunak  [author] 11 Aug @ 2:44am 
@CrazyBlot That's the area avoidance feature. Except it cannot be preferred, you need to set others as avoided.
CrazyBlot 11 Aug @ 2:04am 
@llunak Understand. But perhaps it's possible to set point-of-interest (point of attraction) for pawns follow to without being drafted. Something like:
- pawn assigned to zone A
- Zone B drawed inside zone A
- Zone B deffined as atraction zone for pawns
- Pawns follow to zone B keep himself inside zone A
Just an idea... Perhaps it can be realized via some job type (going-to-walk as example)...
llunak  [author] 11 Aug @ 12:21am 
@CrazyBlot Drafting ignoring allowed areas is intentional, so no.
CrazyBlot 10 Aug @ 11:22pm 
@llunak great work! Can we go further and make pawns respect zones when drafted? It will open a huge amount of flows for exploration in Odyssey. Zoning allowed interior of guarded structures, avoid toxic enviroment and so on.