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Rapporter et oversættelsesproblem
It disable any chance for it to triger on an ally/colonist/livestock and on top of this, remove the pathfinding to avoid them?
I'm not using Clean Pathfinding 2.
However, the chances of causing trouble are low, so I think there is no problem using Clean Pathfinding 2 with this mod.
I haven't seen any issues so far (and I don't think this mod messes with pathfinding algorithms), but since I'm here can I ask if this mod is officially compatible with Clean Pathfinding 2 ?
Colonists do not equate traps with bare ground. They would prefer a floor without traps slightly.
Colonists would normally choose a shortcut route through the door. Here are the test results.
https://imgur.com/a/BMxeZYz
I don't know why your colonists don't use doors to take shortcuts, and it's not my responsibility.
You may be affected by Locks mod or Locks2 mod without realizing it.
The trap won't hurt him anyway, so I recommend playing Rimworld without worrying about it.
Maybe some compatibility problem with traps+ / better spike traps I also have loaded? I did try changing load order and that did not help either.
I was a little worried about making this mod compatible with BetaTraps, but BetaTraps can't disable the colonists' dislike of passing over traps even if the traps are safe, so I decided to add this mod. I decided to adapt to BetaTraps.
Since BetaTraps does not support Ver1.4 yet, the BetaTraps linkage function in Ver1.4 environment has been omitted.
As soon as BetaTraps supports Ver1.4, we plan to restore the BetaTraps linkage function of this mod.
However, I plan to resume mod development by the time the season comes in the fall.
I haven't finished modding because I still have the mods I want to make.
Trap Disable
・Trap is safety
Colonist Do not Avoid Trap
・Trap is safety
・Colonist move with an efficient path ← nice point
Trap Disable
Traps do not target colonist and friendly NPCs, but colonist still need to pass over the traps carefully.
Keep in mind that if you use this mod, colonist will still be slow to pass over traps.
No, this mod always applies.
Colonist do not equate traps with empty spaces, but they will now consider traps to be as obstructive as common items and will not make excessive detours.
Colonist will probably choose the best route you can think of.