RimWorld

RimWorld

Perfect Pathfinding
244 Comments
night Jul 26 @ 8:33am 
o7
x500 Jul 20 @ 3:36pm 
o7
Morrneyo Jul 17 @ 10:19am 
o7
Maxxmillian Jul 15 @ 11:52pm 
o7
Kid Lemongrab Jul 15 @ 10:33pm 
o7
Copper Boltwire Jul 15 @ 3:34pm 
o7
Anon Jul 8 @ 10:25am 
Thank you for your service
nick1wasd Jul 5 @ 2:30pm 
o7
Alison Jun 13 @ 8:20pm 
o7
Lobanych Jun 12 @ 2:50am 
O7
Mantazzo May 2 @ 5:51am 
Slight update - I posted an update for version 1.5, this is by no means official, so if the dev would like for it to be taken down, then fair enough. But, for the time being, you can use my version to have it working correctly. https://steamcommunity.com/sharedfiles/filedetails/?id=3474403869
Mantazzo Apr 28 @ 5:45pm 
Alright, so, considering that the Source Code was included with the mod, I decide to have a look to see if I can fix it somehow.
First and foremost, it couldn't be compiled due to different .NET Framework versions - I fixed that for myself (change from 4.7.2 to 4.8).
Secondly, there was an issue in the code. After analyzing the game code, it seems that the method on line 146 in "EnvironmentPatch.cs" file should now be called "GroundGlowAt" and NOT "GameGlowAt" - seems to be a game change.
After adjusting the method name, I successfully compiled a new assembly file for 1.5 and pathing (and mod) now seems to work as intended on 1.5.
If someone is willing to do this, they can do the adjustments, compile the mod and upload it to Workshop as a "temp" fix. I could probably do this myself, if nobody will be willing to do so.
Няшко Jan 18 @ 12:08am 
at least may help optimize base routes
still waiting update
Няшко Jan 18 @ 12:07am 
may be [KV] Path Avoid can help better pathfinding . but it need manual work
The Viral Divinity Jan 3 @ 4:58pm 
Sucks too because the only other pathfinding mod is "Clean Pathfinding", and that literally just makes colonists path in the cleanest route, not the best or fastest, this is the only mod that actually does that.
The Viral Divinity Jan 1 @ 12:36am 
Most conditions it seems to work fine, but with enough mods or ones that change certain parts of the game, the mod just flat out breaks.
The Viral Divinity Jan 1 @ 12:35am 
Yeah, I don't think this mod is actually 1.5 Compatible guys.

Like some of the other people are saying, there are clearly bugs that don't trip the error log, as I've had pathfinding like it shows in the example screenshots for the "before", even with the mod, so something changed in the pathfinding between 1.4 and 1.5.
Greymalkin Dec 17, 2024 @ 5:13am 
There seem to be mixed reports here about 1.5 compatibility, and an excellent but unanswered question about pathing behavior for Sanguaphages and light. Does anyone actually have answers, or dived the code looking for them?
Dyspeptic Icarus Dec 11, 2024 @ 7:56am 
I'm pretty sure there's hidden bugs that aren't triggering errors, especially with all the new mods that adjust pathing in some way.

In the past, I was able to get it to nearly always walk on paths I build. Now they actively walk off ~10-25% of their time before getting back on path.

Perhaps a processing issue.
TheNamelessOne Oct 29, 2024 @ 9:28am 
Godsend of a mod.
Skrip Oct 16, 2024 @ 10:41pm 
Working great for me in 1.5. I have about a dozen mods
ProfZelonka Sep 23, 2024 @ 10:22pm 
Weird pathing behavior, not sure this works in 1.5 all the time? Could be wrong, I'm pairing it with other mods so.. but others are all 1.5 official
ShinUon Sep 13, 2024 @ 1:55pm 
Does this actually work correctly in 1.5?

I am seeing this message on main menu load:

Error in Perfect Pathfinding, assembly name: PerfectPathing, method: EnvironmentPatch:TicksPerMove_tile, exception: System.MissingMethodException: single Verse.GlowGrid.GameGlowAt(Verse.IntVec3,bool)
Life's Protagonist Jun 20, 2024 @ 11:30pm 
Dirt avoidance is a sensible, yet somewhat counterintuitively dirtier end result on account of pawns traveling without dirt will still make trash, which is even worse for beauty. Nice mod!
Mlie May 26, 2024 @ 12:45pm 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
pikachu12999 May 24, 2024 @ 12:31pm 
for the part where pawns move slower and avoid dark places what about pawns that prefer the dark via ideoligon or some other reason? would it remain the same or would the inverse be true where they avoid light and are slowed by light?
Tam May 6, 2024 @ 7:13am 
Works fine with 1.5
Anon May 6, 2024 @ 5:13am 
Have been using it for a while in 1.5 without issues
right May 2, 2024 @ 2:45am 
Pawns may get stuck when used in version 1.5.
missionz3r0 Apr 24, 2024 @ 4:54pm 
For folks asking for 1.5, you can just load it despite the warning. It works fine for me thus far.
JeBo80 Apr 21, 2024 @ 2:38pm 
1.5 please
Eventide Apr 15, 2024 @ 2:05pm 
1.5 update would be very nice and appreciated. I can't stand the pathfinding without this mod. The examples in the pictures explain it all really.
Ramie Apr 14, 2024 @ 12:00am 
I've been appreciating this mod for quite a while now and hope that it will be updated to 1.5. Thanks, JisPichi! :)
Onikage-056, God of Animatronics Apr 12, 2024 @ 8:30am 
@hottt3 Pawns avoid water by default, I honestly don't believe any mod out there specifically changes that one spot of code.
bananapantsu88 Apr 11, 2024 @ 4:13pm 
This needs a crucial 1.5 update pls
Pos 4/5 Apr 9, 2024 @ 2:33am 
Is this updating to 1.5? It's great!
LZIM Jan 2, 2024 @ 9:20pm 
hoping this mod works as described without too much performance impact because if it does then it needs to be in vanilla
Nyx (She/Her) 🎂 9/9 Jan 2, 2024 @ 9:11am 
Pathfinding Framework exists as well now, allowing pawns to move in all sorts of fun edge-case speeds
hottt3 Oct 21, 2023 @ 11:23pm 
Thanks for the mod! Concerning movement on water. Now there's a lot of genes, even water oriented races that have considerable boosts to movement on water. Like https://steamcommunity.com/sharedfiles/filedetails/?id=3026235711 . I also have an impression that my pawns who have movement bonus on water are trying to avoid water.
polios3 Sep 1, 2023 @ 11:17pm 
ok, thx. maybe it's good idea to make in mod settings some "preferred terrain" , maybe some auto-generated list of surfaces available in the game, from which you choose 1 or several that should be considered "faster" in the calculations, or even more universally, perform for each Pawn Once (and with each change of genes) the calculation of the costs of each type of surface. For example, in Alpha Genes we have wings that allow you to skip all movement costs. But it's your mod, you know how it's working, and what is best.
JisPichi  [author] Sep 1, 2023 @ 5:37pm 
I'll look into it, but no promises it happens anytime soon
polios3 Aug 31, 2023 @ 10:15pm 
Goji's Fantasy Race: Merren, it's just Xenotype mod that have few custom Genes that make's you faster in water.
JisPichi  [author] Aug 31, 2023 @ 3:03pm 
What mod makes your pawns go faster in water?
polios3 Aug 30, 2023 @ 2:33am 
i need Pathfinding where My Pawns will be walking on shallow water (move speed buff in water) :(
G~ Aug 22, 2023 @ 11:54am 
I really appreciate the call out to Clean Pathfinding in the description. I took a look at it and I actually think I'll be using that one instead, but I'm leaving a like on this page for the well made mod and the honesty in sharing good info.
codeoptimist Aug 21, 2023 @ 12:06pm 
@ShinUon, the "vanilla" setting of WYU doesn't use pathfinding at all. The other two do, and probably work fine with this mod since I don't implement it in any special/weird way, AFAIK.
ShinUon Aug 20, 2023 @ 2:27am 
I am using While You're Up / PUAH+.

Is this mod compatible with it? Do I need to set the pathfinding algorithm on PUAH+ to vanilla?
Teamson Jul 12, 2023 @ 9:16am 
Thank you for the FAQ considering Clean Pathfinding. This means a lot!
Giggles Jun 4, 2023 @ 5:57am 
Not sure why you outright lie about performance, any mod that touches pathfinding will definitely impact it. Have to remove this mod because it noticably slows down my game.
Aurxth Jun 1, 2023 @ 10:31am 
Causes too many issues, and an obvious drop in performance ( which clearly the maker of this mod doesn't understand).