RimWorld

RimWorld

Foot Traffic Heatmap
23 Comments
cykonetic 10 hours ago 
Awesome. Eagerly waiting.
missionz3r0  [author] 13 Jul @ 7:40am 
@KWJelly yes, I intend to update it for 1.6
KWJelly 12 Jul @ 8:36am 
Any plans to update for 1.6? Always find this mod handy when I'm building paths around my colony
missionz3r0  [author] 6 Aug, 2024 @ 12:46pm 
@RedPine and @Church.exe

I'm gonna quote myself from a comment I made to a similar question on performance.




To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.

There's a few other notes too.

Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked
missionz3r0  [author] 6 Aug, 2024 @ 12:44pm 
@Delmain

Thank you for the fix! Should be published now.
Church.exe 3 Aug, 2024 @ 5:02am 
does anyone know how performance-impacting this mod is? This seems like the sort of mod that could either have zero overhead or tons of overhead depending on how rimworld tracks colonist movement by default. (and how it needed to be tweaked to enable a heatmap of it)
Timou 29 Jul, 2024 @ 1:51am 
Must Have Mode. Thank you:Gifting:
Nothingness_1w3 13 Jun, 2024 @ 6:35am 
amen
Delmain 11 Jun, 2024 @ 7:58pm 
Hey mission, thanks for updating this to 1.5. I found an issue that came up when multiple colonists left my map at once (a refugee event ended and 3 colonists left). It's inside "RemoveInvalidPawns". I sent a PR on Github with some more details in it.

https://github.com/missionz3r0/FootTrafficHeatmap/pull/1
selest19 27 May, 2024 @ 9:01am 
@Roza Zərgərli banditcamp.com the mod adds a indicator in the bottom right that can be toggled to show a map of where pawns travel the most, it records pawns positions and then translates that into colored tiles (the grid). overall the mod does little actively but when designing a bases pathways to stuff like a kill box or just defenses it can help make your pawns faster by paving the routs they take or optimizing your farm to freezer pathways or recreation to work
Vladimir Lenin @bandit 27 May, 2024 @ 8:15am 
what u can do with this mod? can someone explain me?
RedPine 22 May, 2024 @ 12:57pm 
What's the performance impact? Can the features (and performance hit) of the mod be disabled without uninstalling the mod?
The Blind One 20 May, 2024 @ 7:51am 
This seems like a more expansive version of:

Path Overlay
TheNextGuy 8 May, 2024 @ 1:33am 
This is so tight, great work!
missionz3r0  [author] 7 May, 2024 @ 8:28pm 
@selest19
I do not believe it affects animal pathing, but I can double check.
selest19 7 May, 2024 @ 3:26am 
does this have a animal footprint?
LZIM 6 May, 2024 @ 6:18am 
@surefirecure

For this there is also the Path Avoid mod so you can.. force desire paths and also keep pawns from treading where they should not
surefirecure 6 May, 2024 @ 6:02am 
oooooh now i can make desire paths without screwing up my crops. thanks for this!
babyblue 6 May, 2024 @ 5:46am 
do i recon correctly that this does not work when you're playing on more than one tile? for me it puts tracks from all tiles into one single overlay?!
missionz3r0  [author] 5 May, 2024 @ 11:08am 
@Vulkandrache
Nah.

To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.

There's a few other notes too.

Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked
LZIM 5 May, 2024 @ 11:02am 
lets find out
Vulkandrache 5 May, 2024 @ 10:58am 
Would this not tank an insane amount of perfomance?
TracerFoxTEK 5 May, 2024 @ 10:45am 
Yay! Calculon's back!