RimWorld

RimWorld

[KV] Path Avoid
178 Comments
Alu 11 Jul @ 5:32pm 
Thats the issue of using outdated mods
Worst Player NA 11 Jul @ 5:17pm 
You can load this mod in 1.6 but you can't actually make any pathing adjustments as trying to use any of the pathing changes simply doesnt do anything :< I learned this because i needed someone to not haul something past bugs and he just refused to be smart about it lol.... rip
Tyrant 11 Jul @ 9:41am 
Hello, now that Odyssey is out, will you be updating this mod?
тетеря, блин 11 Jul @ 7:56am 
does it work with 1.6? new patch has something with the pathfindsing system, so I guess it doesn't.
crazygoose4219 11 May @ 6:36pm 
Dont see it in mod settings
crazygoose4219 11 May @ 6:36pm 
How to disable SoS pathfinding?
LZIM 2 Apr @ 7:37pm 
not getting mod errors per se but it appears that this mod, active in game and was working fine for stopping fast pawns from using furniture as jungle gyms slowing them down (even as just a placebo) no longer works at all to apply exrta cost to pathing. I put red pathing with strength 255 and pawns are totally ignoring the preferred 0 cost path in the same room to go outside through multiple doors into lava path with 255 cost (not literal laval) and even removed the door through the preferred path and they ignore it.
Angry_HoneyBadger 30 Mar @ 12:31pm 
does this only work for colonists or pets as well
Scionin 4 Mar @ 8:02pm 
I deleted this mod and it solved my many mod errors that prevented the map from loading. Just a heads up for anyone scouring the workshop for a potential fix.
Ancalagon 22 Nov, 2024 @ 5:47pm 
@KiameV Thank you for your years of support to the Rimworld community, even to the very end passing along the torch. You are a legend!
KiameV  [author] 11 Sep, 2024 @ 7:10pm 
Rex705 10 Sep, 2024 @ 1:11pm 
o7
missionz3r0 10 Sep, 2024 @ 11:37am 
@Kiame Vivacity

Apologies for the delay. I've uploaded a continuation of this mod.

It's got several tweaks, changes, etc. etc. to it. Been playing with them myself to make sure they worked fine, and they seem to.

So, can point folks over to: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3328743204 if you'd like to.
Quetzalma 26 Aug, 2024 @ 1:56pm 
How to disable SoS pathfinding?
Jury 17 Aug, 2024 @ 8:59pm 
o7
GGabe.~[BarrileteCósmico] 17 Aug, 2024 @ 3:13pm 
o7
ChickenMadness 11 Aug, 2024 @ 5:40am 
o7
Stellar 11 Aug, 2024 @ 1:41am 
o7
Mr.Taco 16 Jul, 2024 @ 5:44pm 
o7
cody121155 6 Jul, 2024 @ 5:34pm 
o7
Syben 6 Jul, 2024 @ 7:28am 
o7
FylixFyelds 4 Jul, 2024 @ 2:55pm 
o7
KiameV  [author] 1 Jul, 2024 @ 8:38pm 
(copied from previous page)
After 6 years of modding for this game I am stepping aside. Life has me busy and I will not have time to update my mods. If anyone picks this up let me know and I'll post a message in the description pointing people to the 1.5 version.


Just to repeat, all I did was recompile. I will not be doing anything else with this mod if anyone would like to pick it up
T.Y.N 1 Jul, 2024 @ 8:04pm 
same
Peri 19 Jun, 2024 @ 9:13pm 
Having the same issue as Svela, where clicking on the Map Settings option just brings up the debug log.
Svela 8 Jun, 2024 @ 7:13pm 
Seems I'm unable to use the Map Settings option. Clicking on it no longer brings up a menu. Anyone have an idea how to remedy this?
W 6 Jun, 2024 @ 11:09pm 
@Neville thank you
ilovehorrorcats 28 May, 2024 @ 9:53am 
Why is there no prefer path? Clicking on options gives out an error as well.
Xylem 20 May, 2024 @ 2:53am 
Love this mod. And would love an option to allow colonists to ignore restrictions while drafted =)
Fatal 16 May, 2024 @ 2:36pm 
@missionz3r0 Would love to see it!
Molay 15 May, 2024 @ 2:10pm 
So I did some rough testing. It does indeed seem the case that it does not affect the algorithm as I hoped. My hopes were that it would not check adjacent nodes of high cost until it reached similar cost on different paths. I.e. before trying a cost 100 "hated" node, it would first check 100 normal nodes. I don't think it does that. Massively "tuning" the pathfinding area actually cut the FPS from 50fps on 2X speed to 25fps. So this mod does incur a cost, although if used for it's strict purpose (avoiding path, not gaming the pathfinder) it seems neglible, i.e. I see no FPS loss for just marking some unwanting doors and the tiles next to them to avoid pathing there.

tl:dr: just use it to avoid pawns going where you don't want them to go, do NOT try to use it to give the pathfinder an easier time - he won't like it^^ Cheers
Jaggid Edje 15 May, 2024 @ 1:54pm 
Ah, I see what you mean. While the pawns aren't going to path through dead ends and single-entry rooms unless they need to actually do something there, you are suggesting that marking them to be disliked removes them entirely from the algorithm.

I doubt that is the case in Rimworld. Raising the point cost doesn't remove something from an algorithm, it just makes it less desirable as part of the algorithms calculations. In the case of your dead ends and rooms with only one door, they were never desirable routes in the first place, so it would not serve a purpose, I don't believe.
Molay 15 May, 2024 @ 1:24pm 
I may have expressed myself poorly. I do not just mark the the doors as high-cost, I mark the entire room, as well as hallways leading nowhere, large parts of excavated mountain, etc. What I'm asking is not so much about the end result (i.e. pawn takes the expected route, avoids the disliked/hated paths), but rather about the pathfinding algorithm. Does the pathfinding algorithm effectively behave as you'd expect from something like A* or some other dijkstra derivated pathfinding algorithm, thus will it be able to skip a lot of unnecessary nodes when finding it's path, or does it not affect the algorithm in this way?
Jaggid Edje 15 May, 2024 @ 1:18pm 
I use this mod in my game and haven't noticed any performance issues. It works alongside other mods that do change the pathing algorithms without any conflicts, so I think this mod just change the pathing costs.

Also, I don't think there's really any point to setting a single room door to be disliked/hated. Pawns only enter rooms if they have a reason to. For rooms with multiple doors it's useful if you don't want people using the room as a throughway and to only enter if they need to go inside the room itself. I do that for my hospitals and freezer rooms, for example.

It does do exactly what you asked, it 'nudges' the pawns (as well as NPC allies and tamed animals) to select the desired pathways. I use the mod quite a bit to keep my pawn traffic on pathways, outside of rooms with multiple doors where I don't want, on bridges (rather than through water), etc.
Molay 15 May, 2024 @ 12:42pm 
(part2)In Dwarf Fortress for instance I can gain significant FPS gains by marking zones for the pathfinding to avoid/prioritize, but that works because it's predictable A*-type pathfinding, and I'm not sure if rimworld does that as such or if it's heavily tweaked and thus might not gain a performance improvement or even cause performance degradation as a result of marking low-traffic areas as high cost.

Any idea?
Molay 15 May, 2024 @ 12:42pm 
I have a question about this mod's performance implications. Is there an overhead to the pathing cost changes I make with this, or does it simply change a tile's pathing cost to X (0, 25, 50, 100 or whatever?)? I'm asking because I always struggle with FPS because I build big, so I wonder if marking all the rooms with just one door (i.e. no transit, like a bedroom, or a hospital) in HATE (very high cost) would nudge the pathfinding algorithm away from those areas, and thus help it find it's desired path faster, or is this not recommended? I'm not certain of how pathfinding is implemented exactly nor how this mod makes it's changes.
missionz3r0 7 May, 2024 @ 8:32pm 
I'm mostly done with the code changes, some small bug fixes, and refactoring.

Only thing I'm waiting a bit on is to get Vendan (one of the other OG devs for the mod) to give their blessing for an MIT license. If I don't hear back from them by this weekend I'll go ahead and publish.
Celgaming 5 May, 2024 @ 12:57am 
This is a must for big colonies with farms unless you want that dirt everywhere. No vanilla option makes pawns avoid walking through a farm area, not even fences.
KiameV  [author] 4 May, 2024 @ 7:38pm 
Current mod works but will not be updated. I'll update this thread if/when mssionz3r0 posts his version
GR1ZZRS 4 May, 2024 @ 3:13pm 
v Assuming current release is working fine? Would love a @ or something if it gets updated!
KiameV  [author] 4 May, 2024 @ 9:06am 
@missionz3r0
Sent a friend invite if you want to DM at all. I've added an MIT license to my branch. Let me know if/when you publish your own and i'll redirect people there in the description for future releases
missionz3r0 4 May, 2024 @ 12:45am 
@Kiame Vivacity

Heya Kiame, I'd like to take up the torch for this mod. Most of my changes relate to restructuring the directory, devops QOL, and some code tidying. But there were a few lingering issues that I've fixed. Such as erroneous language keys.

Can see my fork here:
https://github.com/missionz3r0/rimworld-pathavoid

If you're fine with my carrying the torch, I'd also like your permission to publish the mod under the MIT license. And, if possible, if you know how to contact Vendan so I could get their blessing as well. From the looks of it, the mod never had a license and I'd like to fix that so it's easier for the mod to be carried onwards by others if I ever set the torch down.
Molay 3 May, 2024 @ 6:52am 
Thanks a lot for keeping it up to date :)
sirduck 2 May, 2024 @ 3:30pm 
thank you KV 07 you are good modder :T take the rest you need you are honored modder dude.
KiameV  [author] 28 Apr, 2024 @ 8:30am 
(copied from previous page)
After 6 years of modding for this game I am stepping aside. Life has me busy and I will not have time to update my mods. If anyone picks this up let me know and I'll post a message in the description pointing people to the 1.5 version.


Just to repeat, all I did was recompile. I will not be doing anything else with this mod if anyone would like to pick it up
lol 27 Apr, 2024 @ 12:28am 
Thank you for the update!
物理系魔法师 21 Apr, 2024 @ 8:39am 
Thank you for updating. If you're going to give up completely, maybe you can ask Mlie? He took over the maintenance of a lot of mods - I'm just suggesting a possible option, hopefully without offending you
Relaaax 15 Apr, 2024 @ 12:50pm 
Bless you <3
Far-Seeker 13 Apr, 2024 @ 3:04pm 
Thank you so much!
nuB.01 13 Apr, 2024 @ 11:49am 
I love this it has so much potential to it