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It was a very useful feature, it would be nice if it could be restored / fixed.
Wasn't saying that vehicles shouldn't be handled, just that I don't want to take the easy path for a patch.
As for your second comment, that's why I was thinking of a toggleable setting for entities. Not just individual entity types, but for the abstract classes as well. In a vehicle's case, I think that'd be `BaseVehiclePawn`?
Even then I am not sure such feature is warranted tbh. There will be this entity needs to ignore restrictions here, but that entity needs to ignore restrictions elsewhere.
Unless it is done sort of like vanilla zones that are assignable to pawns individually I wouldn't bother tbh.
In the way they path - pathing actually considers vehicle dimensions. At the very least their width. Hence the custom pathing implementation provided by the vehicle framework. And in the way they damage and kill things they run over. Including our own colonists.
Sending vehicles where colonists go is the kind of deal breaker that makes this mod borderline unusable.
In case of 4 tiles wide truck departing for a caravan that is a 4 tiles wide corridor of dead things that were too slow to get out of the way. Almost always the case with vehicle going fast. During fight several 4-5 wide vehicles can and will grind down our own defenders running to the defensive position unless everyone is micro-ed because they are hell bent to take same lowered cost path.
I don't think it would be feasible to disallow individual vehicle entities for the sheer amount of the vehicle types. Best option is to exclude them as a class as a mod compatibility concern imo.
Huh, thought I had issues enabled. They have now been enabled.
@Imperial Admiral Zander Gibson
What you and @Xerkus are asking for are pretty similar. For select entity types to ignore PathAvoid designations.
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While both are possible, I am rather iffy about adding a growing list of conditions of what to ignore. That's a great way to tank some performance. And while we're only talking about two entity types right now, it'll inevitably grow.
Just spitballing ideas, but perhaps some settings that allow for entity types to be excluded from this mod would be better than some one off conditions?