RimWorld

RimWorld

El's Glitterpaths
51 Comments
eaglegundam Jun 23 @ 3:15am 
well i have a issue where my complete bionic comando cant walk on glitter tiles and is stuck in his room
basedleua Jul 28, 2024 @ 7:36pm 
I hope I can color it
MatrixVirus Jul 15, 2024 @ 1:52pm 
I'm not getting a speed increase either, I also have SOS2 but no hulltiles built yet
lunaemoth Jul 12, 2024 @ 12:23am 
nvm, it's the hull tiles in SOS2 overriding the walkspeed from glitterpaths pretty sure
lunaemoth Jul 11, 2024 @ 11:38pm 
these paths aren't working for me - the tooltip shows 145% walking speed, but it's not actually increasing walking speed for me (i timed it compared to regular floors). does anyone know the possible cause?
CalamityCats Jul 8, 2024 @ 2:04pm 
You ever gonna' make these paintable?
Captain'Hungary Jun 9, 2024 @ 12:06pm 
Could you please make it so that we can modify the speed of each tile type, and maybe also modify cost and work to make. I would love to use this mod, it's almost exactly what I want, but the costs are too friendly for my hardcore run

Thank you for making the mod in the first place tho, good shit!
Terra Astrus May 19, 2024 @ 10:43am 
ty :)
El  [author] May 19, 2024 @ 2:48am 
Updated to 1.5 :steamthumbsup:
ozfresh May 4, 2024 @ 5:23am 
I remember when you introduced this on reddit. Will there never be an update?
ozfresh Apr 17, 2024 @ 11:33pm 
Update to 1.5 soon? Love your mod!
knots6 Feb 19, 2024 @ 7:06pm 
Hey this mod really reminded me of the speed gel from portal 2 so I was wondering if you or someone else could make a texture mod to change them to look like speed gel
Meyar Aug 6, 2023 @ 12:46pm 
I appear to be getting Node cost overflow errors when using these tiles (or any floors that increase movement speed). Anyone dealt with this before?
A V.O.I.D Representative Mar 14, 2023 @ 2:51pm 
ello there. wondering something, wondering if you can add faster paths and (try) to get some newer code for the pathfinding system, still great mod man, just makes my zenith bonic gods not able to walk around. its fine i just chop off there legs anyway
El  [author] Feb 28, 2023 @ 3:37am 
@Owner1098, no you're not missing anything obvious. The game has a hard limit on minimum pathcost and I spent ages trying to get around it. In the end, I just ripped some C# from an old discontinued mod that seemed to make negative pathcosts work, but I should've credited above, especially because I can't bloody find it now!
Voldemrt Feb 23, 2023 @ 3:05pm 
My high-speed pawns (high moving % in health, so no mod conflicts) tend to freeze and switch to 'standing' instead of doing work on or accessible through any path. This also happened in 1.3.
Owner1098 Feb 2, 2023 @ 11:32pm 
this is exactly the kind of mod i was looking for, but I'm trying to figure out how you got the speed increase to work. applying a negative pathcost to anything vanilla doesn't seem to work for me. Is there something obvious I'm missing?
whenwrašk Nov 28, 2022 @ 6:28pm 
can these be painted?
El  [author] Nov 23, 2022 @ 3:07am 
Updated to 1.4! Sorry for the delay and thanks to Sl4vP0weR at https://github.com/SlavRim for update support : - )

Gimme a shout if there's any bugs.
kooky112 Nov 2, 2022 @ 12:25am 
update please
bearhiderug Aug 7, 2022 @ 3:33pm 
Work around is to give those fast colonists speed impairment gear, better usable then fast and broken
Haelstrone Aug 4, 2022 @ 1:31pm 
There is a conflict with the mod "desired path" that cause glitter-paths to disintegrate into packed dirt, didn't find out if there a way of fixing it by tweaking some xml file value, but since its more of a roleplay mod it's not realy a big thing, but if your path disapear look for this mod
Admiralthrawnbar Jun 20, 2022 @ 8:17pm 
Yeah, Clean Pathfinding does not fix the problems caused by pawns over a certain speed.
bearhiderug Jun 7, 2022 @ 6:46am 
I use this for tribal playthroughs.
If your going to dip at all into bionics this is a knogoe. That being said you can transition these outs too, once your colony has begun getting highier speeds
CaptArcticWolf May 18, 2022 @ 11:27pm 
Are Glitter-paths supposed to disintegrate over time? I thought at first it was my Overpowered Gaming Mod that had a glitch similar to this so i disabled it , but its not the case. High amounts of foot traffic will degrade the floors. other than this i have not had any movement speed problems like others have been having and its working as intended except for degrading into nothing. possible mod conflict with other mods that add flooring? animals perhaps? Id post my log but im super retarded. not asking for a fix atm. just making you aware of a bug. peace.
El  [author] Apr 26, 2022 @ 12:34am 
People reporting bugs with superspeed pawns: sorry to hear that! are you using Clean Pathfinding? https://steamcommunity.com/sharedfiles/filedetails/?id=2603765747

If that resolves it, I'll make it a prerequisite so people don't get bugged out.
Verric Apr 25, 2022 @ 4:26am 
can confirm with 否 Нет لأ नहीं Όχι ఏ my pawns stuck and game crash
Milly Rock Apr 20, 2022 @ 10:48pm 
can confirm too, i had no idea up until now. is there anyway to fix that?
Pabluuz Apr 6, 2022 @ 10:04am 
Yup, I can confirm - don't use those with your 500% move speed super-soldiers, or they will be stuck on pathing. Besides this game engine limitation - great mod !
Death by coughs Mar 18, 2022 @ 9:28pm 
Issue with thisx and all other faster path mods: If you have super fast pawns from lots of traits and bionics, they will have no idea how to pathfind over these paths to find the "best" route, and just get stuck in an endless cycle of pathing. This can either cause them to not be able to move, or flat out crash things.
Samman166 Mar 17, 2022 @ 1:14pm 
Great work for you first mod, not to mention a great idea. :steamthumbsup:
alonto Feb 27, 2022 @ 3:53pm 
I think it's a limitation of the game engine, since in the unmodded game you can never reach very high speeds.
bearhiderug Feb 26, 2022 @ 5:27pm 
how do fast pawns result in a file like that???
alonto Feb 26, 2022 @ 12:12pm 
I was curious how awesome it would be to add a few glitterpaths for my already-fast pawns. The result was + 12GB RAM, + 30GB page file, and a crash that the computer takes a few minutes to recover from :(
~waterochka~ Feb 1, 2022 @ 6:16am 
amazing mod
bearhiderug Jan 31, 2022 @ 3:07pm 
useing them sparingly in base should be alright, vast areas of map idk
I know the game derps out when pawns move "too" fast, and another mod had issues with there floors giveing +movement
I have afew paths in base and thasts it for now, hopeing nothinggets wonky
sidfu1 Jan 31, 2022 @ 11:11am 
this will only aggravate the already big mem leak the game has when pawns are moving fast over different types of terrain.
F1tgal911 Jan 31, 2022 @ 1:42am 
This mod is something I wished for since I started playing +2.5k hours ago...TY. :)
El  [author] Jan 30, 2022 @ 4:35am 
Thanks for the feedback all! I've released an update:

- Fastpaths cost 2x more plasteel and take longer to lay.
- Biogel cost 3x more insect jelly and is quicker to lay (emphasis on situational bonus from access to insect jelly)
- Glitterpaths cost 2x more plasteel, 4x more synthread and gold (emphasis on late-game option).
- Edge type and render precedence adjusted so the floors look good next to wood, paved tiles etc.
Aleadrex Jan 29, 2022 @ 10:32pm 
@Soft Pixel, if you're interested, found a simple fix. Go on to glitterpath.xml and change <edgetype> to "hard". By default, it was set to "faderough" or something.
Furious_Pixel Jan 29, 2022 @ 10:27pm 
@Aleadrex i second this, its hard to build good looking streets with this since it bleeds into the sidewalks i make
bearhiderug Jan 29, 2022 @ 12:08am 
I also think these are too cheap. A double or triple cost for sure.
123nick Jan 28, 2022 @ 7:40pm 
i think the glitterpaths are rather cheap. considering a vanilla fine floor is TWENTY stone bricks, vs all of these being just 1 plasteel. something like, idk 5 or 10 per path might be good. since id totally invest 100 plasteel to make a 10 tile long 1 wide pathway 15% quicker to move across.
Project Thylacine Jan 28, 2022 @ 9:30am 
I support Lazlo's suggestion
Lazlo Jan 27, 2022 @ 10:39pm 
I would also LOVE to see the Glitterpaths require power but also act as conduits themselves.
Theoden,King of Breton & Rohan Jan 27, 2022 @ 3:25pm 
yaa, i think making a small power requirement for the top tier road would be more interesting than resource requirement.
The Jan 27, 2022 @ 9:55am 
Suggestion for balance: make the glitterpaths require (and maybe conduct) power.
The Jan 27, 2022 @ 6:52am 
@bearhiderug Doesn't seem to cause problems. I also have Clean Pathfinding, though.

Pawn go br.
水寒先生 Jan 27, 2022 @ 12:08am 
so cool😎