RimWorld

RimWorld

974 ratings
Clean Pathfinding 2 Continued
7
2
2
5
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
181.909 KB
Jun 3, 2024 @ 7:33am
Jul 31, 2024 @ 11:53am
10 Change Notes ( view )

Subscribe to download
Clean Pathfinding 2 Continued

Description
Original Mod: https://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
Apr 20 @ 7:41am
Help with Error
Johnny
2
Jun 8, 2024 @ 4:38pm
(Bug) Drafted pawn cant heal when ordered to.
Skoo
0
Nov 8, 2024 @ 11:23pm
Road pathing doesn't always seem to find shortest path.
David
118 Comments
Farbott Jun 16 @ 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♣_ Jun 16 @ 12:27am 
Never oc.
Average patient z-boi.
AzoorFox Jun 15 @ 12:55pm 
UPDATE WHEN???????????????????????
FerrisCG  [author] Jun 13 @ 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 Jun 12 @ 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 Jun 11 @ 8:26pm 
Was this merged into 1.6?
QraTz May 30 @ 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 May 21 @ 1:24pm 
can confirm @ignari statement , draftred + move order + fire = memory leak
Evono May 19 @ 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 May 18 @ 9:19am 
Does this actually “improve” performance? Or is it just not very impactful.