RimWorld

RimWorld

Pathfinding Framework
315 Comments
FelipeGames2000 11 hours ago 
Time to get Mlie or Zaljerem, cuz the mod author retired :(
ShyGuySpirit 11 Jul @ 6:45pm 
Pretty sure this mod still has it's place, if it gets updated. This mod allows for setting different creatures in the game to have different movements. Just because the movement type is in the game now doesn't mean you can change the different creatures movement types.
Kasa 11 Jul @ 6:43am 
joseasoler [author] 27 Jun @ 9:10pm
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

For anyone interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
@blue kinda. Theres swimming and flying, a bit of digging but idk about burrowing
blue 7 Jul @ 12:57pm 
why is everyone saying o7, is this really being added to base game?
star 29 Jun @ 10:09pm 
Is it compatible with the Multiplayer mod?
glitch_goblin 24 Jun @ 12:40am 
o7
Marty in the multyvers 20 Jun @ 4:31am 
o7
Billo J Dahka 16 Jun @ 11:34am 
o7
Peryn [Андрій] 15 Jun @ 8:57am 
07
Braindamaged fox 13 Jun @ 9:38pm 
o7
TheColdTurtle 11 Jun @ 2:54pm 
o7
pug 11 Jun @ 2:24pm 
Birds can fly!
Montu 11 Jun @ 1:42pm 
wait is this being added in 1.6???
SuperBoyOk 11 Jun @ 12:28pm 
thanks for service 1.6 o7
SmugKitsune 11 Jun @ 11:59am 
o7
chitoseender 11 Jun @ 9:18am 
o7
what mods add those water critters?
Head 19 May @ 11:18pm 
Amazing work!
Diiablox 7 Apr @ 10:24am 
Has anyone been able to get flying mounts working? I have a pteranodon from biomes prehistoric with this and it goes insanely fast when it flies, but just seems to walk when mounted via giddy up

Is that because I need a larger flying mount, or does flying just not work when mounted?
The Right Knee 3 Apr @ 7:29pm 
How might I edit the path cost for aquatic, flying, drilling, etc. Currently, every tile is considered unsafe for aquatic and drillers
Jebeddo 3 Apr @ 2:48pm 
Great mod. I've been using it for a while ; it's the sort of mod you forget until you start a new game, realize it isn't there, and immediately notice how immersive it made everything
AlphaHawk59 1 Mar @ 2:59pm 
In the mod menu under pawn movement, Human is already set to terrestrial, yet pawns still swim in deep water (4.2% movement speed). Do you know if there's any other way to make pawns not swim in deep water?
Keyzo974 8 Feb @ 5:06pm 
Does this mod allow player's caravans to travel on ocean tile?
Lustique 31 Jan @ 11:25am 
Are you sure Alpha Animals has support for this mod? All animals in there are set to terrestrial.

It would also be nice to have support for/by Alpha Genes. There's a 'water striding' gene in there that should probably make those pawns amphibious.
2000wires 26 Jan @ 1:22am 
How does this work with the Multifloors mod? Any incompatibilities?
悲嬴欢阙 7 Nov, 2024 @ 6:59pm 
There is a bug here: if you set some kind of pawn' movement type to "fly", it will make them can't research blueprints/chips. I don't know which mechanism lead to this problem, but wish you could fix it.
_♣Caligula♣_ 10 Oct, 2024 @ 3:25pm 
joseasoler [author] 27 Jun @ 9:10pm
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

For anyone interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
(≡◉‿‿◉≡) 10 Oct, 2024 @ 3:20pm 
Amazing framework but any plans on making the pawns hide their body when crossing the deep ocean? You know... to make them look like they're swimming.

Also what is the driller movement?
TOOTHBRUSHDUCK 23 Sep, 2024 @ 2:18am 
Seconding the insectoids 2 creep integration, currently it seems to break it to be unavoidable without being an insect or having insect flesh
Flockerkill 16 Sep, 2024 @ 12:36pm 
thx for this nice framework

could we get a movement type compatibility for the new insectoids 2 creep ?
Blacksoul 21 Aug, 2024 @ 1:33pm 
small question, sometimes i see animals with the flying movement speed far exceed what is shown on their bio, are they actually that quicker? does it impact caravan speed if used as pack in a caravan?
Dealer Mangan 31 Jul, 2024 @ 9:57am 
o7
Lekoda 27 Jul, 2024 @ 3:38pm 
Here me out bro.. The old relocation system.... Was Cool.. It reminded me of being in the woods.
Lekoda 25 Jul, 2024 @ 10:34pm 
Is there anyway i can get the old relocation mechanic
Doctor Worm 21 Jul, 2024 @ 7:42am 
I've noticed this mod has performance issues with "Water Freezes" - there are no errors thrown up so they are 'compatible' in the hard sense but with both mods enabled, my game will freeze for a full 2-3 seconds whenever water freezing occurs
Warachia 21 Jul, 2024 @ 4:47am 
(Clearly I missed the author's comment.)
Warachia 20 Jul, 2024 @ 4:15pm 
[Bug Report]
- Pawns with Flying movetype can't finish analyzing signal chips etc. (note: also happens with T4~T6 chips from Alpha Mechs.)
Tested with no other mods.
- How to reproduce: set humans to have flying movetype, dev quicktest, set up high-tech research bench with power, spawn mechlink and signal chip, make mechanitor, try analyze signal chip. (you also can check this issue won't happen if you reset humans to have terrestrial movetype and do this again)

HugsLib log:
https://gist.github.com/HugsLibRecordKeeper/00415b2bb3d9a1c6274bf1b886755f5a
BobGrey 13 Jul, 2024 @ 3:57pm 
Has anyone tested this with Impassable Chest-deep Water https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1674624795?

The Biomes mods add aquatic animals, which I'm fairly certain can pass through deep water (which is also impassible by land animals), so it should work, right? The mod is marked as conflicting with that biomes mod, but I think it really conflicts with this mod since biomes relies on this mod for that, but shouldn't aquatic animals just ignore water movement speed costs?
ODevil 8 Jul, 2024 @ 1:06pm 
Anyone know how to make the pathfinding for flying/hovering pawns actually ignore terrain movement cost when calculating the route?
joseasoler  [author] 27 Jun, 2024 @ 12:10pm 
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

For anyone interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
joseasoler  [author] 21 Jun, 2024 @ 2:40am 
You can use the Swimming movement type for that.
130154098 21 Jun, 2024 @ 1:54am 
I've been using this mod for a while and really like it. but I get confused when switching to Amphibious. Mod authors usually set land as the default movement speed. If I want to keep the land movement speed unchanged, I need to open the XML files in the mod folder and double the movement speed.
For example, in 1.5, I change devourer to Amphibious (it has fish-like features, so it should be faster in water). Its slow speed of 3.5 on land would be halved to 1.75, so I had to open the DLC folder and modify its movement speed to 7.
Perhaps we could add another type of amphibious based on land speed? Of course, if not, it's okay. just I have to open the XML files every time...
Itsuko 13 Jun, 2024 @ 1:13pm 
I forgot to do the thing.
joseasoler  [author] 8 Jun, 2024 @ 11:37am 
@Warachia Thank you for taking a look. I have confirmed the bug too.
Warachia 8 Jun, 2024 @ 11:31am 
@joseasoler Tested just with official DLCs, Harmony and HugsLib. They ignore other stuff like bunch of shelves, but still take a detour for WaterShallow.
HugsLib log: https://gist.github.com/HugsLibRecordKeeper/d76571fa1dff68d8ef07c82a078df1a0
joseasoler  [author] 8 Jun, 2024 @ 8:20am 
@Warachia It should. What happens if you test with only Pathfinding Framework in your modlist?
Warachia 8 Jun, 2024 @ 5:01am 
Great mod! It looks like PF_Movement_Flying doesn't ignore water terrains like PF_Movement_Amphibious does.
Itsuko 31 May, 2024 @ 4:43am 
I'll check later today, if it still does I'll upload the log
joseasoler  [author] 30 May, 2024 @ 4:03am 
@Itsuko does it still happen if you launch a game with only Pathfinding Framework, Biomes! Islands and their dependencies?