RimWorld

RimWorld

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Pathfinding Framework
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Mod, 1.4, 1.5
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Nov 3, 2023 @ 9:45am
Apr 30, 2024 @ 12:00am
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Pathfinding Framework

Description
Ever wished your colonists could do more than just walk? Now they can! The mod introduces a variety of new movement types, allowing pawns to move across the world in entirely new ways.

Mod authors can use this framework to easily patch movement type support for their pawns, apparel, genes (with Biotech) or other items, or even define custom movement types. How to achieve all of this is described in the wiki.

Players only need to add this mod to their mod list, along with any other mods of their choice that have support for this framework. You can find a list of all known mods with Pathfinding Framework support in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3071093000

The framework is designed to play well with other mods and optimized for smooth gameplay.

Movement types

Aquatic



Aquatic creatures swim effortlessly through all bodies of water. However, they find themselves out of their element on land.

Flying



Soaring above obstacles, these creatures have the skies as their domain, hovering gracefully over most landscapes.

Digging



Specialized for rapid movement beneath the surface, these creatures excel in sand and soil. On other terrains, they move similarly to their terrestrial counterparts.

Magmatic



Born of fire and earth, these creatures roam the land and swim through molten lava with ease, yet they have an innate aversion to water.

Custom movement types

It is also possible to define custom movement types using the framework, check the wiki for details.

Other features

With Pathfinding Framework, you can create apparel, genes or hediffs which grant movement types to your pawns.



Using the Giddy-Up 2 mod, your colonists can ride on animals to take advantage of their movement type.



In the mod options window of Pathfinding Framework, you can enable an option to let creatures that are inherently non-flammable such as mechanoids move through fire.



In the mod settings, you can also customize the movement type used by humans, animals or mechanoids. This feature supports Humanoid Alien Races. To let your colonists walk over deep water, just set the movement type of humans to swimming.



Mod compatibility

Pathfinding Framework should be compatible with almost every mod. Other mods can be found in the table below.


Frequently Asked Questions

Can I safely add this mod to an existing save?

Yes.

Can I safely remove this mod from an existing save?

No.

How can I make humans walk over deep water?

While in the main menu of the game, go to Options > Mod Settings > Pathfinding Framework. Choose the Pawn Movements tab. Check the Human entry, which should be close to the beginning of the list. Click on the Terrestrial button and set it to Swimming.

Where should I place Pathfinding Framework in my mod list load order?

Using RimSort or RimPy to sort your mod list should have optimal results.

Troubleshooting

Pathfinding Framework includes some useful features for troubleshooting bugs, which can be checked at the troubleshooting wiki.

All bug reports must provide a HugsLibs log. To obtain one, follow these steps:

1) Subscribe to Log Publisher from HugsLib in the Steam Workshop.
2) Inside of the game and after experiencing the issue, press Ctrl + F12. This will launch the log publisher.
3) Click on the "Upload" button.
4) Press on the "Copy" button to obtain the link to the log.
5) Paste the log link in your bug report.

If you do not have HugsLib, you can also get a RimWorld log. You can check how to obtain it in section 6 of this link: https://ludeon.com/forums/index.php?topic=513.0

Credits

MSeal: Original implementation of TerrainMovementKit and SwimmingKit.

joseasoler: Pathfinding Framework implementation.

Elseud[ko-fi.com]: Preview image.
Popular Discussions View All (1)
0
Feb 9 @ 12:10pm
How to use this? - am noob
heybroyo64
296 Comments
Diiablox Apr 7 @ 10:24am 
Has anyone been able to get flying mounts working? I have a pteranodon from biomes prehistoric with this and it goes insanely fast when it flies, but just seems to walk when mounted via giddy up

Is that because I need a larger flying mount, or does flying just not work when mounted?
The Right Knee Apr 3 @ 7:29pm 
How might I edit the path cost for aquatic, flying, drilling, etc. Currently, every tile is considered unsafe for aquatic and drillers
Jebeddo Apr 3 @ 2:48pm 
Great mod. I've been using it for a while ; it's the sort of mod you forget until you start a new game, realize it isn't there, and immediately notice how immersive it made everything
AlphaHawk59 Mar 1 @ 2:59pm 
In the mod menu under pawn movement, Human is already set to terrestrial, yet pawns still swim in deep water (4.2% movement speed). Do you know if there's any other way to make pawns not swim in deep water?
Keyzo974 Feb 8 @ 5:06pm 
Does this mod allow player's caravans to travel on ocean tile?
Lustique Jan 31 @ 11:25am 
Are you sure Alpha Animals has support for this mod? All animals in there are set to terrestrial.

It would also be nice to have support for/by Alpha Genes. There's a 'water striding' gene in there that should probably make those pawns amphibious.
2000wires Jan 26 @ 1:22am 
How does this work with the Multifloors mod? Any incompatibilities?
悲嬴欢阙 Nov 7, 2024 @ 6:59pm 
There is a bug here: if you set some kind of pawn' movement type to "fly", it will make them can't research blueprints/chips. I don't know which mechanism lead to this problem, but wish you could fix it.
_♣Caligula♣_ Oct 10, 2024 @ 3:25pm 
joseasoler [author] 27 Jun @ 9:10pm
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

For anyone interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
(≡◉‿‿◉≡) Oct 10, 2024 @ 3:20pm 
Amazing framework but any plans on making the pawns hide their body when crossing the deep ocean? You know... to make them look like they're swimming.

Also what is the driller movement?