RimWorld

RimWorld

Clean Pathfinding 2
400 Comments
CheezbouL 2 May @ 12:21pm 
@BreBearz because Biomes! Islands has its own Pathfinding Framework, maybe try to put this one below Biomes! Islands. Or choose between them ; )
BreBearz 9 Apr @ 1:14pm 
Seems to have issues with BiomesIslands mod and won’t use the road attraction
Judaspriester 12 Sep, 2024 @ 1:29am 
as mentioned a few comments below yours, there is another modder that has continued this project:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3260446812
Raptorlos 11 Sep, 2024 @ 10:44pm 
rather then begging for 1.5, im asking what the difference is to 1.4 and 1.5, it changes alot, yes but from what im seeing the biggest change is the crawling and ornate doors that would need a closer inspection for this mod specifically. other then that i dont think anything else needs to be tweaked for a 1.5 port, am i wrong?
Kaedys 11 Sep, 2024 @ 1:00am 
Yes, Simola, because acting like an entitled jerk is definitely going to convince the author to update the mod /s
simolish 10 Sep, 2024 @ 8:14pm 
1.5!!?!?!?
King DaMuncha 16 Aug, 2024 @ 9:23pm 
Please update this mod.
Happy 8 Aug, 2024 @ 3:18pm 
Hi @Owlchemmist, I am currently learning how to mod RimWorld, would you be okay with me using your mod as a guide?
JessieFeathers 8 Aug, 2024 @ 1:07pm 
1.5?
Steel Driver 5 Aug, 2024 @ 8:55am 
Bloody hell, just downgrade your game to 1.4. It doesn't have to be the latest version.
RestInFreeze 12 Jul, 2024 @ 10:36am 
please make this work for 1.5. Save us!!! we'll all venmo you $5 lol
-ᴍᴀᴄʜᴛ 31 May, 2024 @ 9:12am 
Last piece of my modlist for a better performance. Hope someone forks this mod soon.
Shinoskay 29 May, 2024 @ 11:49pm 
@tomahawk agreed... and thats how it use to be pre royalty... from what ive seen. people made mods, mods were good, and then the mods were implemented into the core game. then ludeon started getting dlc happy and not only did they stop implementing logical mods into the core but their dlc started conflicting with mods so that the mod couldnt update and the only way you could only enjoy that content was paying for the dlc.
ilovehorrorcats 28 May, 2024 @ 9:46am 
1.5?
1chiiba 25 May, 2024 @ 12:26am 
What would I need to study to learn how to update this mod T.T
Tomahawk 22 May, 2024 @ 3:14pm 
I'd much rather see changes like these make it into base game than the latest expansion pack..
The Blind One 20 May, 2024 @ 7:00am 
This was such a good mod to improve pathfinding in the colony :(


Plz owlchemist return to us! Your owlets await your return! :steamsad:
jetriot 14 May, 2024 @ 9:32pm 
According to Reddit, Owl is taking a break from modding. Not sure if anyone else is working on these. I know someone made an unofficial version of giddyup 2 so maybe someone will eventually get to Owl's other amazing mods.
Judaspriester 14 May, 2024 @ 2:54am 
@jimmyal, right now it doesn't work well for 1.5. According to the comments last month, people are working on it, but the topic has sadly become quiet, at least here.
jimmyal 14 May, 2024 @ 2:52am 
does anyone know if this works fine for 1.5?

please update when possible.
The Bard of Hearts 13 May, 2024 @ 1:27pm 
+1 for a hoping for a 1.5 update.
Judaspriester 12 May, 2024 @ 12:45pm 
since it has become quiet here for a while, any news on this becoming 1.5 viable?
adHerry 5 May, 2024 @ 9:58am 
@tk421 think there is still some issue in the pathing not finding paths. Tried your beta branch and it has issues finding paths https://gist.github.com/HugsLibRecordKeeper/37c601499f4b33301e46da0beb0bda0c
GULÉ🏠 2 May, 2024 @ 12:09am 
@Judaspriester Thank you!:steamhappy:
Judaspriester 29 Apr, 2024 @ 10:46am 
@GULE just take a look at the comments below. not yet, but people are working on it.
GULÉ🏠 29 Apr, 2024 @ 9:11am 
Does this work with 1.5?
-=JkJkLoL=- tk421storm 22 Apr, 2024 @ 9:23am 
@Yitan, yeah there could def be more than one cause. I uploaded a "fix" - it doesn't actually solve the issue, but it does catch and stop the process before it overflows the memory. The affected Pawn will likely be unable to move, however in my case it returns to normal after the pawn's high speed buff times out
Yitan 21 Apr, 2024 @ 6:02pm 
@-=JkJkLoL=- tk421storm
I'm not sure about that, it happened to me with a new game, with only 5 settlers, none with any buffs or too high a speed.

But in my case, if I have several mods that add commercial caravans or npcs that are seen passing by the road (Silk Road mod), it may have to do with the route calculation when a caravan or raid spawns and must calculate the route of all npc at once. (I'm not sure it's just a theory)
-=JkJkLoL=- tk421storm 21 Apr, 2024 @ 5:02pm 
@Yitan I think the mem leak and crash has to do with pawns that are moving super fast? I have a pawn with psychic speed, and if the effect is active and he is not drafted, his pathfinding will fail.
Judaspriester 21 Apr, 2024 @ 4:06pm 
@JeBo8O they are working on making the mod 1.5 viable. I just think we need a little more patience, since ludeon seems to have done alot of stuff in the engine room with 1.5.
NikkiDarkMatter 21 Apr, 2024 @ 2:59pm 
@JeBo8O I don't believe so. Getting an error in the console as of 1.5 whenever the mod tries to instantiate.
JeBo80 21 Apr, 2024 @ 2:37pm 
is this running with 1.5?
-=JkJkLoL=- tk421storm 21 Apr, 2024 @ 1:52pm 
wow i just got that same error just now! will take a look but not sure I can help
Yitan 21 Apr, 2024 @ 1:49pm 
Hello! With the intention of helping, I detected that there is a CTD caused by a memory leak, I managed to rescue the log that rocketman made just before the CTD and mentions Clean Pathfinding functions

I am using the version of Git published by @-=JkJkLoL=- tk421storm downloaded just 1 hour ago.

I hope you find it helpful.

https://pastebin.com/TCjYgZh9
-=JkJkLoL=- tk421storm 21 Apr, 2024 @ 10:23am 
ooo good point Kane, i'll update those and push up now
Kane 21 Apr, 2024 @ 10:22am 
@-=JkJkLoL=- tk421storm you updated the code in your repo but not the assemblies, so any download of it is still broken.
Judaspriester 21 Apr, 2024 @ 3:38am 
github is valuable for stuff like this because you have public code, versioning etc.
for the common mod user, getting the releases there in stead of waiting for steam is more or less beta testing (which is absolutely fine).
trollhattington 21 Apr, 2024 @ 3:22am 
@Nirahiel They.. Could, do that, but any number of reasons might prevent it. Not, yknow, prevent, prevent it, but perhaps they feel it's an interim thing and shouldn't upload it on steam and give the wrong impression, or perhaps they feel it isn't as good or complete or whatever to upload it to steam. Maybe they prefer github. Only they're to say.
DoGENS 21 Apr, 2024 @ 12:25am 
You can also just download from github too...
Madlark 20 Apr, 2024 @ 5:18pm 
I got so used to this mod that only now when it's down have I realised how stupid and annoying the vanilla pathfinding is. Thank you all who are working to keep it alive!
Nirahiel 20 Apr, 2024 @ 12:07pm 
Those who create forks and put them on github, you could put them on steam instead, no ?
Rachel L 20 Apr, 2024 @ 10:05am 
@-=JkJkLoL=- tk421storm going to wait for it to be uploaded to steam workshop, but thank you for the update
-=JkJkLoL=- tk421storm 20 Apr, 2024 @ 8:02am 
ooo great catch pos 5! i just updated my branch and added a pull request with that. I've been running it this AM and it seems to work fine!
Pos 4/5 20 Apr, 2024 @ 3:07am 
@-=JkJkLoL=- tk421storm I haven't tried yours but I also used to have transpiler errors when porting the code. It turns out to be the AdjustCosts function in CleanPathfindingUtility.cs.

The Patch_PathFinder Transpiler is making a call to CleanPathfindingUtility.AdjustCosts function. However, the type of path cost is float in 1.5 and int in 1.4, and that's the reason for my transpiler error.

By changing the input parameter and return type to float, I was able to fix the transpiler errors.
-=JkJkLoL=- tk421storm 19 Apr, 2024 @ 3:34pm 
while owlchemist is working, i forked and updated this mod - I couldn't get the transpiler working (will error on startup) but in my big snowy base in 1.5 all my pawns are finally following my nice paved paths again

https://github.com/tk421storm/clean-pathfinding/tree/1_5
Judaspriester 16 Apr, 2024 @ 3:18pm 
Yeah, it was working okay for me for some time, but I've just got a pawn who doesn't managed to find a way back to the storage and the cpu load was going up like hell.
Pos 4/5 16 Apr, 2024 @ 2:22pm 
It turns out that my port is causing a huge drop in TPS, so please ignore that unless you really need it.
Judaspriester 16 Apr, 2024 @ 12:32am 
Big thx for the update!
this is one of the mods you get used to really fast and almost don't notice it exists, until something forces you to turn the mod off again. ^^"
I'll give it a try later.
Pos 4/5 15 Apr, 2024 @ 4:04pm 
Hi guys, I just created a temporary port at https://github.com/lisanhu/rimworld-clean-pathfinding
There are many things changed in 1.5 and I cannot guarantee it's working correctly, but for now it works good for me.
Also viewing the floodcells may result in poor performance, this is because I don't know how to port that part of code and I have to remove a conditional check to enable compiling so try not to view the floodcells.