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

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