RimWorld

RimWorld

43 ratings
Path Avoid (Continued)
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
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409.526 KB
Sep 10, 2024 @ 11:12am
1 Change Note ( view )

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Path Avoid (Continued)

Description
Path Avoid allows you to "nudge" the pathfinding system for your pawns, to make them prefer and avoid different areas. Use it to make your pawns follow pathways in your base, or avoid passing through a freezer to get to the other side! Avoidance won't prevent pawns from pathing, it'll just make them take an alternate path...

Can be added to an existing save.

Development
Github[github.com]
History
  • B16 - Vendan
  • B17 - Vendan
  • B18 - Kiame Vivacity
  • 1.0 - Kiame Vivacity
  • 1.1 - Kiame Vivacity
  • 1.2 - Kiame Vivacity
  • 1.3 - Kiame Vivacity
  • 1.4 - Kiame Vivacity
  • 1.5 - Missionz3r0

Acknowledgements
Other Contributors
  • NotFood - Thanks for helping fix a bug in Linux versions!
  • mszabo-wikia - Optimizing per map cache avoidance

Translations
  • Chinese- FantasyMusic
  • German - Ɲơɴɑɱɛ
  • Portuguese (Brazillian) - Milterator
  • Russian - Tuvka
  • Spanish - 53N4

32 Comments
Pong Mar 19 @ 2:17am 
Second the request to affect wandering.
Settlerking Mar 2 @ 7:42am 
the mod works, it just the zones are now invisible. If you place a zone and try and remove it you'll see it highlight. The pathing still works though it's really annoying to have to remember where you placed pathing restrictions or not
Leenbow Feb 15 @ 12:16pm 
...actually, this one doesn't work for me even in singleplayer. Idk why, maybe mod conflict, I have quite a few. Selecting a zone with any forbid type does nothing. Drafting/undrafting a colonist still refreshes its pathing right through the mechanoid cluster that I want to forbid so hard...
Leenbow Feb 13 @ 9:31am 
Interesting if this works with Multiplayer mod. Original one was reliably desyncing (and thats's with Anomaly turned off) whenever someone stepped on changed priority tile
FoolishMacaroni Jan 11 @ 3:59pm 
the blue "prefer" path button does not show up for me, and when i use the other path buttons the whole map is blue
Garthenius Nov 28, 2024 @ 12:44am 
The Map Settings button, which stopped working in the previous incarnation of this mod, has been completely removed in this one.

It was a very useful feature, it would be nice if it could be restored / fixed.
missionz3r0  [author] Nov 8, 2024 @ 9:19am 
@xerkus
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`?
Xerkus Nov 7, 2024 @ 1:47pm 
Mechanoids on the other hand are just a bit different pawns more or less. Player might or might not want individual entities to ignore pathing modifiers. It is not something you as a developer can decide because there is no single correct answer here. So this will require a way to change it via settings somehow on a case by case basis by the players themselves.

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.
Xerkus Nov 7, 2024 @ 1:46pm 
Vehicles are quite a special case.
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.
missionz3r0  [author] Nov 7, 2024 @ 12:28pm 
@Xerkus

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.

----

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?