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I would guess it can be implemented in some way as a solution.
Looks like yeah, it's fully possible to intercept and modify the toils, as well as to see if they have pathfinds and how far they are, or at least to run your own if they have 'destinations', and check the cost then.
'''
Patching JobDriver_MakeNewToils: Most JobDrivers have a MakeNewToils() method which defines the sequence of actions a pawn takes for that specific job. You can use Harmony (a popular Rimworld patching library) to intercept this method and inject your Toil(s) at the beginning of the returned IEnumerable<Toil>.
'''
In other words I don't think it actually paths at all, it just arbitrarily lets the lifter magic it's way over to where it wants to be.
out of curiosity, does this mod help at all with figuring out a solution?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3493717994&searchtext=teleport
But unfortunately, this does not help with modifying how pathfinding works - it just allows to make some cells more/less costly to traverse, but I need to modify how game checks where pawn can go from specific cell.
@BorisTheAnimal: while this approach _may_ work, it would be even more disastrous to performance than replacing whole of pathfinding with not-optimized code as each time pawn tries to move it would need to calculate path extra (N*N-1) times where N is number of Skipdoors.
So I guess my suggestion is: Ask Ludeon. Best case, they have an answer for you. Mid case, they decide to toss the problem in the problem-hopper and get to making pathfinding moddable again eventually. Worst case, silence.
We should start a petition Tynan to do something.
I cant live without my skipdoors :(
As for alternatives - try TeleportDoor mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3002753890) - it is different, but may be good enough. Just try not to spam too many of those doors - each time pawn walks through one such door it does pathfinding checks from all other doors to destination to see if there's closer door to teleport to, so with many doors it may introduce significant lag. But having a door near entrance and in stockpile/freezer should be fine and not laggy. You can even add such door temporarily near far away mining spots to help with that, though it would need some power source.
Even if you're not able to update, you made an awesome mod. Don't let it get you down. (says the dude who gets discouraged easily lol )
Disasteeer!
I'm shelving Rimworld untill this gets updated.
Hope you're able to get this working for 1.6. But even if not, glad I found this while I can still use it! Cheers!
If I have 2 separate areas that the animals are allowed to be in, and they are connected by a skipdoor, my animals will ignore the zone restriction to get to the other allowed area, but they will not use the skipdoor, which puts them in danger when they leave the base.
" Also, for performance reasons if spot is un-reachable without skipdoor pawns won't path to it. "