RimWorld

RimWorld

Clean Pathfinding 2
 This topic has been pinned, so it's probably important
Owlchemist  [developer] 7 Mar, 2023 @ 9:38am
Hidden Feature: Cold zones
For powerusers: How to use cold zones
The avoidance zone is a power user feature and will not be largely promoted or made known to the masses. You can cause more lag than gains by its misuse. To make one, create a new zone and name it Avoid. You'll see a message that the mod recognizes it as a coldzone. Pawns treat this area as a +45 to pathing cost.

Coldzones should only be placed in areas where pawns never path through or walk into, yet the game frequently calculates regardless. If you enable devmode, then go to the mod options and enable logging, you'll see cells flash red where the game calculates pathfinding, for your consideration.
Last edited by Owlchemist; 7 Mar, 2023 @ 9:39am
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Showing 1-2 of 2 comments
Sernior 3 May, 2023 @ 10:29am 
Nice I was just about to ask for this very feature when I saw this discussion... even better if there was a absolute cold zone that doesn't even have a cost it just never get considered in the neightbours of tiles.
So whenever A* does its magical
foreach (node n in neighbours):
if (absoluteColdZone)continue;

Very dangerous feature for many also I wonder if setting the cost to an high number may cause the gains to be lost to the last few tiles of a pawn pathfinding. Say a pawn wants to go from his bed to the kitchen and take a meal... you set a very good path with the Avoid zone from his bed to the kitchen but not the meals so the meals themselves are 2 squares into the avoid zone.
Last edited by Sernior; 3 May, 2023 @ 10:34am
phflack 7 Aug, 2023 @ 3:08pm 
Does the Avoid zone apply to enemies and allies or only to player owned pawns? I've been having issues with pawns pathing through a mech cluster, so this feature is great to stop that. I'm just curious if it will affect the enemies too by accident
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