RimWorld

RimWorld

1,069 ratings
Clean Pathfinding 2 Continued
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Mod, 1.5
File Size
Posted
Updated
181.909 KB
3 Jun, 2024 @ 7:33am
31 Jul, 2024 @ 11:53am
10 Change Notes ( view )

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Clean Pathfinding 2 Continued

Description
Original Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2603765747
Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!



Original Description

What's the point of building roads and paths around the map if your pawns are just going to dirty their feet by not using them? This mod applies a modifier to the perceived pathing costs of any dirty tiles to help keep things clean.

Features
  • Net gain performance: With all the featured combined, the number of calculations needed to chart out a path can sometimes be as low as 1/4th compared to vanilla. The screenshots in the gallery offer a demonstration.
  • Clean feet: Pawns will have a greater attraction to sticking to walking along paths and cleaner surfaces, even if it may extend the length of their trip by a small yet reasonable amount. Various rules can override this behavior such as emergency conditions, or factoring light.
  • Doorpathing: Allows you to designate some doors as having a higher perceived pathing cost than others. This can help prevent pawns from walking through sensitive rooms such as bedrooms or freezers, or using the non-main entrance.
  • Region pathing: Pawns can chart out paths across the map far more efficiently and smarter than vanilla pathing.
  • Optimized colliders: An optional patch to optimize vanilla's pawn collider code (pawns bumping into other pawns).
  • Wander tuning: Adjust how often wandering pawns (including animals and wildlife) wander from spot to spot, allowing performance starved users to tone down their AI costs.
  • Exit pathing: An optional feature which may be used on unusual, custom-made maps. If pawns are stuck and cannot find the map exit, this tuning can make their search more persistent.

FAQ
Q. How does this mod compare to Perfect Pathfinding, and can they be used together?
A. Perfect Pathfinding focuses primarily on the heuristic tuning side of pathfinding. You can use them together if you wish to overwrite this mod's tuning, though you can also just emulate the same effect by maxing out the heuristic tuning slider in the mod options.
Q. What is considered a road, for the sake of the road attraction rules?
A. Any terrain with the "CleanPath" tag, such as flagstone, packed dirt, broken asphalt, fine floors, paved tiles and concrete.
Q. I'm running into serious issues like crashing or standing pawns, and I think this mod is to blame?
A. This has been an ongoing study for awhile now and to the best of my knowledge, what is happening is that you have another mod that incorporates its own custom pathfinding that is handled off the main vanilla code branch. And this code is not doing a sanity check to handle cost reversal. You can work around this issue by reducing the "road attraction" slider to either 2 or less.
Q. What about raiders? Animals? Mechs? Allies?
A. Hostiles and animals ignore any special rules set out by this mod and work as normal. It just impacts your own colonists and mechs, and non-hostile guests of a greater than animal intelligence. Drafted pawns are also ignored.

Compatibility
  • Can be added or removed to games at any point.
  • Compatible with other mods that edit pathing, such as Path Avoid and SoS2.
Popular Discussions View All (3)
1
20 Apr @ 7:41am
Help with Error
Johnny
2
8 Jun, 2024 @ 4:38pm
(Bug) Drafted pawn cant heal when ordered to.
Skoo
0
8 Nov, 2024 @ 11:23pm
Road pathing doesn't always seem to find shortest path.
David
171 Comments
Monkey Magic 29 Jul @ 3:51pm 
@Retro - Yeah, I'm not sure it does, y'know. I tested it out, but the pawn would rather walk straight through the slower soil terrain than take the path I set out for them. The path is cleaner, but they do not prioritise it like they do in Clean Pathfinding . In fact, the pathing wasn't that much different than the vanilla :/
Retro 28 Jul @ 10:11am 
you can try the "Pathfinding Avoidance" mod, it does basically the same thing
Monkey Magic 28 Jul @ 6:26am 
I bought the new DLC, but I haven't played it yet - but from what I've seen of the new pathfinding in YouTube (for example, BugPowderDust's Odyssey playthrough) it's a bit of a lemon. This mod is a must, as usual XD
Clover Schicksal 28 Jul @ 5:14am 
You're the goat for looking into updating the mod, Do your best! :MHRISE_OK:
Jarrod 25 Jul @ 9:59pm 
Woo! \o/

Looking forward to it!
FerrisCG  [author] 25 Jul @ 9:26pm 
Will start looking maybe end of week, will likely need a full rewrite to work with async pathing
blue 25 Jul @ 7:01pm 
1.6 plz
AriieSiiS 24 Jul @ 5:17am 
Hope you update it soon
Deathchaos42 22 Jul @ 11:45pm 
i recently realized this mod added the door access rules that i was wanting to use so im hoping any updating is all well as well
p4r4 19 Jul @ 2:40am 
Now with this mod not working i remember why it was so important to have it.... ^^'

Building paths where the pawns maybe probably will walk vs. building paths the pawns use.
It's a parallel Rimworld, nothing less :D

I hope everything goes well with the adaption, it's one of the, if not the, most important Rimworld-Mod. Miss it every day <3