RimWorld

RimWorld

2,780 ratings
Clean Pathfinding 2
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Mod, 1.3, 1.4
File Size
Posted
Updated
108.186 KB
Sep 16, 2021 @ 4:30pm
Mar 30, 2023 @ 8:47pm
29 Change Notes ( view )

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Clean Pathfinding 2

In 2 collections by Owlchemist
Owlchemist's Mods
42 items
Owl's Optimizers
8 items
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.

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Credits
  • JisPichi for the concept of pawns factoring light, as seen in Perfect Pathfinding. A simplified variant of this idea was implemented here as a packaged solution.

🦉GitHub[github.com]


[ko-fi.com]
Popular Discussions View All (2)
13
Mar 5 @ 2:31am
Pawns won't move, Errors spammed
Braincell
2
2
Aug 7, 2023 @ 3:08pm
PINNED: Hidden Feature: Cold zones
Owlchemist
390 Comments
RestInFreeze Jul 12 @ 10:36am 
please make this work for 1.5. Save us!!! we'll all venmo you $5 lol
-Macht May 31 @ 9:12am 
Last piece of my modlist for a better performance. Hope someone forks this mod soon.
Shinoskay May 29 @ 11:49pm 
@tomahawk agreed... and thats how it use to be pre royalty... from what ive seen. people made mods, mods were good, and then the mods were implemented into the core game. then ludeon started getting dlc happy and not only did they stop implementing logical mods into the core but their dlc started conflicting with mods so that the mod couldnt update and the only way you could only enjoy that content was paying for the dlc.
ilovehorrorcats May 28 @ 9:46am 
1.5?
1chiiba May 25 @ 12:26am 
What would I need to study to learn how to update this mod T.T
Tomahawk May 22 @ 3:14pm 
I'd much rather see changes like these make it into base game than the latest expansion pack..
The Blind One May 20 @ 7:00am 
This was such a good mod to improve pathfinding in the colony :(


Plz owlchemist return to us! Your owlets await your return! :steamsad:
jetriot May 14 @ 9:32pm 
According to Reddit, Owl is taking a break from modding. Not sure if anyone else is working on these. I know someone made an unofficial version of giddyup 2 so maybe someone will eventually get to Owl's other amazing mods.
Judaspriester May 14 @ 2:54am 
@jimmyal, right now it doesn't work well for 1.5. According to the comments last month, people are working on it, but the topic has sadly become quiet, at least here.