RimWorld

RimWorld

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Skipdoor Pathing (Unlimited)
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Mod, 1.6
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562.615 KB
Nov 14, 2025 @ 5:43am
Feb 4 @ 2:40am
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Skipdoor Pathing (Unlimited)

Description
Lightweight, reliable automatic teleportation for VPE skipdoors
Built for stability, compatibility, and large colonies



Recent fixes & changes
- Performance fix

What this mod does
This mod makes pawns automatically use VPE skipdoors when it’s clearly faster than walking, without disrupting their current task.

Key features
- Automatic teleportation using VPE skip doors
- Mod-pack friendly, uses vanilla and existing methods
- Extensive settings to fine-tune how the mod works

Settings
- Allow animals to use skipdoors (default: off)
- Allow guests to use skipdoors (default: on)
- Allow slaves to use skipdoors (default: on)
- Exclude wandering jobs (default: on)
- Minimum trip distance before skipdoors are considered
- Maximum distance a pawn will walk to reach a skipdoor
- Maximum candidate portals to calculate path cost for entry and exit each (default: 3)
- Advanced job blacklist (by defName)

Known limitations
- No teleporting while roping
- No teleporting into fully enclosed or unreachable spaces
- No automatic cross-map teleportation

Performance & stability notes
- Teleporter checks are throttled to avoid unnecessary calculations
- Pawns are no longer respawned during teleportation
- Unused paths are cleaned up to prevent memory issues
- Path calculations only happen when needed

Compatibility
- Safe to add or remove mid-save
- Designed to work with most AI, job, and behavior mods
- Does not modify RimWorld’s internal pathfinder

Choosing a skipdoor pathing mod
Use only one skipdoor pathing mod at a time.

Redux integrates skipdoors directly into RimWorld’s pathfinder, making teleportation feel completely native and implicit.
My mod instead uses a lightweight rerouting approach, prioritizing stability, predictability, and compatibility with other mods.

Redux is generally faster and more aggressive, but because it patches deep pathfinding internals, it may conflict with mods that also change pathfinding behavior.

Mods known to have issues with Redux:
- Do Not Avoid Friendly Fire

Best for:
Players with smaller or carefully curated mod lists who want the deepest pathfinder integration.

SkipTech adds a full skipdoor network system with per-pawn planning and region-based searches.

My mod focuses on simple, fast decision-making using direct path-cost checks.
SkipTech enables more advanced behavior but comes with more complexity and overhead.

SkipTech: Feature-rich, heavier, more complex
My mod: Lightweight, fast, predictable (Redux is faster overall)

Best for:
Players who want advanced skipdoor mechanics and don’t mind extra system complexity.

Recommended companion mods
Reduce Skipdoor Distortion Effects
Skipdoor Delivery (stockpile management with cross-map support)

Check out my other mods
Despicable (NSFW 18+ Only!)
RipWorld - Vapes
Venerated Xenotype Flexibility (1.6 Update)
EchoPsyche for EchoColony and RimPsyche

[ko-fi.com]
Popular Discussions View All (1)
9
May 1 @ 1:04pm
Errors and Incompatibilities
DCSzar
199 Comments
Sep 19 @ 12:26am 
For some reason my pawns sometimes get stuck in a loop trying to go to sleep. They leave the base to a gate far away, teleport to the base then walk out to the far away skipgate again :I If it helps here are logs, long modlist tho https://gist.github.com/HugsLibRecordKeeper/bfdac107860410d6330bfe1e1e12a6d0
Sep 14 @ 10:08am 
Playing with Layered Atmorsphere and Orbit on a Floating Island and the pawns all pawn out of bounds when entering a skipdoor, whether to do things across the map, or between different maps.

https://imgur.com/a/gAhN9fe
Sep 13 @ 5:06pm 
Encountered some minor issues at first, where I have a Styling Station close to a skipgate, and when I tell pawns to change their color they will grab some pain, but not finish the task of recolloring apparel. Not that big of a deal, I'll just draft them after they skip through the gate and then tell them to recolor.

But now that I've expanded a little with more than 2 skipgates on the same map I've noticed -as seen in the link- the pawns will skip through the first screenshot's gate, to arrive AAAll the way on the other side of the map's skipgate in the second picture (bottom left), and then congregate next to the billard table, seen in the third picture, to meditate at a statue seen in the first picure (top right).

You can see the "target line" of the selected pawn in picture 3, travelling all the way over, in picture 2, to the statue in the gravship in picture 1.

https://imgur.com/a/wKKSNOw

https://gist.github.com/HugsLibRecordKeeper/78357912049ad6d27ad9febc0be0831d
Jul 10 @ 4:10am 
Like others, I'm experiencing a lot of "looping" - pawns will go through a skipdoor to get to the fields for sowing, and upon coming out the skipdoor, they will path back by foot to the skipdoor they entered, still with the same task of sowing the fields they're walking away from. Here's to hoping this mod is uninstall-friendly, and checking if any of the other skipdoor-pathing mods work more reliably.
May 2 @ 9:28am 
i'm not using any Performance mods and they stillare sometimes stuck in a loop.
I expect this to be, because of the most recent Performance update of this mod.
Apr 17 @ 9:03am 
its probably because of some performance mod that makes pathfinding update less frequently
Apr 17 @ 9:03am 
its probably because of some performance mod that makes pathfinding update less frequently
Mar 25 @ 2:18am 
Mod's pretty much worthless. Pawns sometimes skip through to another door, then walk back to the first door and skip again. This can chain together a few times, leading to even more path than the original path would have ever been.
As well as the hauling stuff already mentioned, where they just kind of telekinetically grab ♥♥♥♥ through a skipdoor.

I'd rather have predictable, expected behavior of not using them at all than this RNG weirdness.
Mar 22 @ 6:35pm 
Observed some behavior with this mod:
- not all pawns will path through the skipgate when drafted. Bulk of them do, but commanding 12 pawns at a time doesn't seem to work. Recommanding them fixes it.
- pawns will get stuck in a loop traveling from one skipgate to the other. teleport to one end and walk the path back to the skipgate it just went in. Drafting and undrafting fixes it.
Feb 3 @ 12:39am 
@shane I was talking about Casual Pig mentioning that they are using a mod thats called out for being incompatible