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https://steamcommunity.com/sharedfiles/filedetails/?id=3260446812
Plz owlchemist return to us! Your owlets await your return!
please update when possible.
I'm not sure about that, it happened to me with a new game, with only 5 settlers, none with any buffs or too high a speed.
But in my case, if I have several mods that add commercial caravans or npcs that are seen passing by the road (Silk Road mod), it may have to do with the route calculation when a caravan or raid spawns and must calculate the route of all npc at once. (I'm not sure it's just a theory)
I am using the version of Git published by @-=JkJkLoL=- tk421storm downloaded just 1 hour ago.
I hope you find it helpful.
https://pastebin.com/TCjYgZh9
for the common mod user, getting the releases there in stead of waiting for steam is more or less beta testing (which is absolutely fine).
The Patch_PathFinder Transpiler is making a call to CleanPathfindingUtility.AdjustCosts function. However, the type of path cost is float in 1.5 and int in 1.4, and that's the reason for my transpiler error.
By changing the input parameter and return type to float, I was able to fix the transpiler errors.
https://github.com/tk421storm/clean-pathfinding/tree/1_5
this is one of the mods you get used to really fast and almost don't notice it exists, until something forces you to turn the mod off again. ^^"
I'll give it a try later.
There are many things changed in 1.5 and I cannot guarantee it's working correctly, but for now it works good for me.
Also viewing the floodcells may result in poor performance, this is because I don't know how to port that part of code and I have to remove a conditional check to enable compiling so try not to view the floodcells.