RimWorld

RimWorld

Clean Pathfinding 2 Continued
149 Comments
Lazerus Vain 42 minutes ago 
o7
Future Alcoholic 2 hours ago 
o7
Deepfield 2 hours ago 
Sadly this isn't the same path finding 1.6 added
tanyfilina 2 hours ago 
It isn't
Sakujo 3 hours ago 
@pulg it's in the game by default now
Insterluda 6 hours ago 
o7
Pulg 6 hours ago 
1.6 plz
Peryn [Андрій] 7 hours ago 
07
Cal'ex Pero 7 hours ago 
o7
MonsterCock69 8 hours ago 
o7
StemderS 11 hours ago 
o7
Dexan.NH.Nelemie 12 hours ago 
o7
-=Einherjar=- 13 hours ago 
o7
Soren 14 hours ago 
o7
Owers03 16 hours ago 
o7
DOLLARS 18 hours ago 
1.6 plz
SomeStoner 11 Jul @ 3:40pm 
Cant wait for this to be updated cause dang I forgot how much I missed door pathing
Mammary 11 Jul @ 2:57pm 
o7
Fish n' Chips 11 Jul @ 2:53pm 
@_♣Caligula♣_ o7
Rabirice 11 Jul @ 12:11pm 
o7
4000 pounds of cocaine 11 Jul @ 11:31am 
o7
_♣Caligula♣_ 11 Jul @ 10:42am 
And stop fucking braindead repeating o7 for all it´s worth.
llunak 11 Jul @ 9:09am 
It'd be nice if people managed to read up to 3 comments below to find out that the functionality of this mod is not included in 1.6, besides speed.
glup flup 11 Jul @ 7:37am 
o7
SilkMoth 11 Jul @ 6:22am 
o7 thank you
Dovenius 10 Jul @ 3:50pm 
o7
llunak 28 Jun @ 11:14am 
I don't know about performance, but after a quick test with an L-shaped path 1.6 certainly doesn't do much for the "clean" part. So I see a good reason for this mod's existence regardless of 1.6's improvements.
Heckerpecker 28 Jun @ 10:41am 
I see some 1.6 comments dosn't have 1.6 have it as Vanilla?
_♣Caligula♣_ 26 Jun @ 9:26am 
I assume you are using it with 1.6?
Enderminion 26 Jun @ 9:13am 
Pathfinding mod breaks vanilla vehicles expanded vehicle pathfinding
Esther_Angerin 24 Jun @ 10:41am 
o7
Farbott 16 Jun @ 12:51am 
only time will tell if this is still part of your 300 required QOL modlist or another page of o7's for the work its done for us
_♣Caligula♣_ 16 Jun @ 12:27am 
Never oc.
Average patient z-boi.
AzoorFox 15 Jun @ 12:55pm 
UPDATE WHEN???????????????????????
FerrisCG  [author] 13 Jun @ 12:43pm 
Ill attempt to profile pathing on 1.6 in a little bit and see if its still a needed set of optimizations or not likely next weekend
Evono 12 Jun @ 3:51am 
@moosetwin so far we only know "improved and Multithreaded Pathfinding" so it could be "just faster" but still super Zig zag lines , we need to wait honestly.
moosetwin 11 Jun @ 8:26pm 
Was this merged into 1.6?
QraTz 30 May @ 2:43pm 
Thank you @Ignari and @Scorpio for pointing that out, pretty useful info. I wonder if that happens to with the "automatic drafter orders" that Search and Destory sends
Scorpio 21 May @ 1:24pm 
can confirm @ignari statement , draftred + move order + fire = memory leak
Evono 19 May @ 11:50am 
@David it should be faster , owlchemist was/ is a very performance friendly modder dude did pure magic but no clue why hes gone.
David 18 May @ 9:19am 
Does this actually “improve” performance? Or is it just not very impactful.
Ignari 13 May @ 9:41am 
Alright so I am midgame with a colony, it seems that if my sanguophage colonist is drafted and given a move order, if that move order puts them within a tile of fire or has them path through fire, or has their destination be on fire, it causes an out of memory crash after a couple minutes of lagging. Not a huge issue now that I know what causes the hangups.
Inerael 13 May @ 8:39am 
yes, Thanks you so much !
renegade_sock 11 May @ 3:18am 
I just wanted to say thanks for updating so many great mods, would have been a tragedy for all of OwlChemist's mods to have died
redwolf5502 3 May @ 4:55pm 
unfortunately I cannot seem to get the mod to function at all, even putting mod settings on max doesn't effect colonist movement or door choice. any know issues at the moment?
Brumes Wolf 14 Apr @ 1:24am 
Vanilla Extended Medieval 2 castle gates and doors seem to have a light incompatibility, they are always set to "exclusive" and can not be set to anything else because "cant select anything but exclusive for rooms with only 1 door", even if the room has plenty of other door, or there isn't a room at all.
Possibly has something to do with the fact those doors require walls at their corners.

Pawns also seem to ignore forbidden doors and sometimes still go trough, but I have no proof that that has anything to do with this mod.
SaMaHaJoGu 22 Mar @ 10:20pm 
Wait… so this mod incorporates a similar heuristics to Perfect Pathfinding? Awesome… definitely replacing as it appears to be a little heavy on my wooden CPU. Lol! BTW… how do I set it so heuristics resemble Perfect? I want something similar but not exact so that the game as a whole stays a little more performant.
mrclrchtr 17 Mar @ 4:54am 
Thank you very much :)
FerrisCG  [author] 16 Mar @ 6:41pm 
@mrclrchtr will move this to public repo sometime this week for PRs if you want to assist
mrclrchtr 14 Mar @ 4:28am 
@FerrisCG do you have a github repo for the mod? Maybe i could help with fixes.