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Thanks @missionz3r0!
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.
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
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
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.
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.
Any idea?
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.
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
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.
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