RimWorld

RimWorld

Pathfinding Framework
315 kommentarer
FelipeGames2000 13. juli kl. 7:37 
Time to get Mlie or Zaljerem, cuz the mod author retired :(
ShyGuySpirit 11. juli kl. 18:45 
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. juli kl. 6:43 
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.
DuckGoosebear PrairieDogLover 8. juli kl. 0:58 
@blue kinda. Theres swimming and flying, a bit of digging but idk about burrowing
blue 7. juli kl. 12:57 
why is everyone saying o7, is this really being added to base game?
star 29. juni kl. 22:09 
Is it compatible with the Multiplayer mod?
glitch_goblin 24. juni kl. 0:40 
o7
Marty in the multyvers 20. juni kl. 4:31 
o7
Billo J Dahka 16. juni kl. 11:34 
o7
Peryn [Андрій] 15. juni kl. 8:57 
07
Braindamaged fox 13. juni kl. 21:38 
o7
TheColdTurtle 11. juni kl. 14:54 
o7
pug 11. juni kl. 14:24 
Birds can fly!
Montu 11. juni kl. 13:42 
wait is this being added in 1.6???
SuperBoyOk 11. juni kl. 12:28 
thanks for service 1.6 o7
SmugKitsune 11. juni kl. 11:59 
o7
chitoseender 11. juni kl. 9:18 
o7
DuckGoosebear PrairieDogLover 25. maj kl. 19:04 
what mods add those water critters?
Head 19. maj kl. 23:18 
Amazing work!
Diiablox 7. apr. kl. 10:24 
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. kl. 19:29 
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. kl. 14:48 
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. kl. 14:59 
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. kl. 17:06 
Does this mod allow player's caravans to travel on ocean tile?
Lustique 31. jan. kl. 11:25 
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. kl. 1:22 
How does this work with the Multifloors mod? Any incompatibilities?
悲嬴欢阙 7. nov. 2024 kl. 18:59 
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. okt. 2024 kl. 15:25 
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. okt. 2024 kl. 15:20 
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 kl. 2:18 
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 kl. 12:36 
thx for this nice framework

could we get a movement type compatibility for the new insectoids 2 creep ?
Blacksoul 21. aug. 2024 kl. 13:33 
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. juli 2024 kl. 9:57 
o7
Lekoda 27. juli 2024 kl. 15:38 
Here me out bro.. The old relocation system.... Was Cool.. It reminded me of being in the woods.
Lekoda 25. juli 2024 kl. 22:34 
Is there anyway i can get the old relocation mechanic
Doctor Worm 21. juli 2024 kl. 7:42 
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. juli 2024 kl. 4:47 
(Clearly I missed the author's comment.)
Warachia 20. juli 2024 kl. 16:15 
[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. juli 2024 kl. 15:57 
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. juli 2024 kl. 13:06 
Anyone know how to make the pathfinding for flying/hovering pawns actually ignore terrain movement cost when calculating the route?
joseasoler  [ophavsmand] 27. juni 2024 kl. 12:10 
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  [ophavsmand] 21. juni 2024 kl. 2:40 
You can use the Swimming movement type for that.
130154098 21. juni 2024 kl. 1:54 
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. juni 2024 kl. 13:13 
I forgot to do the thing.
joseasoler  [ophavsmand] 8. juni 2024 kl. 11:37 
@Warachia Thank you for taking a look. I have confirmed the bug too.
Warachia 8. juni 2024 kl. 11:31 
@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  [ophavsmand] 8. juni 2024 kl. 8:20 
@Warachia It should. What happens if you test with only Pathfinding Framework in your modlist?
Warachia 8. juni 2024 kl. 5:01 
Great mod! It looks like PF_Movement_Flying doesn't ignore water terrains like PF_Movement_Amphibious does.
Itsuko 31. maj 2024 kl. 4:43 
I'll check later today, if it still does I'll upload the log
joseasoler  [ophavsmand] 30. maj 2024 kl. 4:03 
@Itsuko does it still happen if you launch a game with only Pathfinding Framework, Biomes! Islands and their dependencies?