RimWorld

RimWorld

People Mover
88 Comments
pillbug2 Sep 11 @ 8:43pm 
@Michiko, yeah it looks like some XML issue + functions patched by this mod have changed. I'm attempting a 1.6 update using the github repo, but I'm new at this. Will report if I get it working.
Michiko Aug 24 @ 8:59pm 
I've tried to load it in 1.6 and there's a lot of red errors on startup. Not sure it'll run properly. I think it needs an actual update. D:
Firedog Jul 25 @ 8:48am 
Anyone test this on 1.6?
Dune Reference  [author] Jun 4 @ 2:14pm 
I do currently plan on updating this mod as new expansions come out or other breaking patches.
Just always have other things going on in life when it comes to prioritizing for the littler fixes/etc.

For the negative pathCost, the idea is it reduces the pathCost of any given tile to the lowest it can within the area I edit it given whatever value you assign. I believe, normally, if you put a negative number this results in a lowest possible pathCost of 0, but its been a while since I looked at it and other potential factors might make it greater than 0 for some reason. But 0 is the theoretical lowest pathCost for a tile which is essentially the "resistance" of that tile when it comes to speed/pathfinding.

For the mod settings UI freezing thing. It worked fine the last time I updated this mod. It could have been broken by some further patch of the game or some patch of some mod people are using for mod settings, I dono. I'll have to take a look when I decide to allocate time to this.
Kwaan Apr 9 @ 4:04am 
Will this mod continue to fix error?
weregamer Jan 2 @ 9:53pm 
Argh, trying to set the mod settings freezes the game UI! (I see this was reported earlier, in September. Any update?)
NYC13 Sep 23, 2024 @ 5:11pm 
Two possible bugs I could use some help with (although number 1 might just be me not understanding how this works):

1. People mover tiles say 100% walk speed when I hover the mouse over them (mod is on default settings). The string of tiles starts with a power people mover hub that is facing the same direction. Am I bugged or am I missing something?

2. Opening mod settings and trying to adjust anything freezes the menu and cannot exit from it.
TheRealLemon Jun 21, 2024 @ 5:56pm 
Setting the paths to a negative pathCost doesn't seem to work
Dune Reference  [author] May 13, 2024 @ 9:58am 
@allbad I like that idea. When I decide to put some more time into this project I think I'll do that. Off the top of my head, having it be under like the Fabrication tech might be good. Then require maybe an extra component per mover.
Feel free to lmk any more ideas.
allbad Apr 29, 2024 @ 6:34pm 
hey @Dune Reference I really like the omni-directional mover! It has cleaned up my base quite a bit and the pawns seem to use them more often than the uni-directional ones. I think it would be good to make it a tier 2 item that requires research and more expensive to produce, say needing a component or plasteel along with the steel.
allbad Apr 12, 2024 @ 9:14am 
Thank you! I wonder if any pathfinding changes made it into 1.5
Dune Reference  [author] Apr 11, 2024 @ 6:54pm 
@allbad new update should have the mod working with 1.5
Dune Reference  [author] Apr 11, 2024 @ 6:54pm 
@laughingowl new update should have a mod options menu item for "omni mover" which makes them speed up in either direction.
allbad Apr 7, 2024 @ 4:45am 
Hi DR, any chance for a 1.5 update?
laughingowl Apr 4, 2024 @ 6:07pm 
Would it be possible to make a verision, that the paths were omni-directional (i.e. path speed up as long as traveling on it) Pathing seems to be buggy (over long distances, and my pawns are often, going down the 'wrong' side when I have 2 side by side (or actually normally done in 3 cell wide path and (N/E empty S/W configuration.)
Torres Mar 12, 2024 @ 5:25am 
Ok I'm trying this one again, will report any issues
Dune Reference  [author] Mar 2, 2024 @ 5:28pm 
Don't really think based on my looks into Pathfinding Framework and thus the biome mods that it's really affecting it in any way. I could be wrong, but my tests haven't come up with any issues at this point.
Dune Reference  [author] Mar 2, 2024 @ 5:09pm 
Just pushed an update that should fix the cacheing issue.
Dune Reference  [author] Mar 1, 2024 @ 8:54pm 
Not sure whether this issue existed before or not but if i generate a world and use the movers they work. if i go back to the main menu and then generate a new world they don't work. no matter how many times i go back to the main menu and then generate a new world they don't work. if I restart the game and then generate a new world they DO work. If i restart the game and load a save in which they weren't working previous, they now DO work.

Seems to be some sort of cacheing issue. If it happens to you it seems a quick restart fixes it. Will work on figuring out a solution.
Dune Reference  [author] Mar 1, 2024 @ 5:34pm 
The issue with Biomes is that it uses Pathfinding Framework that was released Nov 3rd, 2023 after i made my mod and it transpiles into the same functions I am.
It also does the same for Clean Pathfinding 2 where it transpiles into one of the same functions it does and makes it so CP2's patch isn't applied.

Essentially that mod is overhauling the pathfinding system, and my mod works off editing the vanilla pathfinding system.

I tried working on a patch for it, but after looking at it for a couple hours and coming to a lot of dead ends I decided to let it rest for now.

I'll add these to the incompatibility list in the description until further notice
Dune Reference  [author] Mar 1, 2024 @ 12:59pm 
With a clean modlist of only this mod i tested by:
- generated on asphalt road map (no error, road is generated)
- made mover setups in each direction attached to power (geothermal gen has the movers subtracting power)
- had a pawn walk forwards and backwards on each of them (which worked)
- deleted the power hub and walked on it to see the other tiles now don't do anything as they are unpowered
- replaced the power hub and walked on it to see it works again
- deleted the source of electricity so they go offline, walked on them to see they don't work, replaced electricity, they now work.
- saved the game, exited the game entirely, rebooted the game and then loaded the save. movers still work.

I'll look into what @Zacky 0.0 said about Biomes Core and Biomes Islands mods being incompatible for some reason.
Dune Reference  [author] Mar 1, 2024 @ 12:59pm 
Alright, I got some time to work on this again. Just uploaded a new version.

Fixes:
Fixed error on map gen for asphalt roads.
Movers drain power now instead of supply it.

And unlike last time the movers are working with this change, or should be.
Tested it 4 separate times, before and after uploading.
rudhraigh Feb 19, 2024 @ 2:05pm 
For some reason, when I make a mover I can't get it to work.

My pawns never go faster than 100%

I put down a hub, it's connected o power, then I put down the chain of mover tiles, but no speed boost. Any ideas?
electry Dec 2, 2023 @ 11:19am 
Any chance you could release the source codes? I'm a programmer, and I've found a few random bugs with mechs and pets that really piss me off, and I'd love to fix them. :'D
ProfZelonka Aug 16, 2023 @ 10:29pm 
@Meyar same.. don't have time to troubleshoot which mod is incompatible lol
Meyar Aug 6, 2023 @ 11:35am 
Getting these fun errors now.
Node cost overflow for Nestler pathing from (150, 0, 233) to Thing_ComponentIndustrial2299209.
Meyar Jul 29, 2023 @ 7:36am 
Well, definitely a conflict of some kind. I put it at the second-to-last of my load order and it appears to be working now(?)
Meyar Jul 29, 2023 @ 5:58am 
I have a stupidly long (794) mod list and I'm running into issues. Is anyone aware of any specific incompatibilities? The speed bonus (and malus in the wrong direction) don't appear to be applying and they're breaking my pathfinding to the tune of a flood of red errors when I have multiple sections making a longer network in a rock tunnel, but only when a pawn was trying to go a long(er) distance, though not necessarily in the direction of the moving paths.
Smeghead Jul 7, 2023 @ 8:40am 
I think I've found an issue (that at least given what I've read isn't meant to be a feature): The People Move floor tiles doesn't actually consume power but generates it. So my current Hubs are generating almost 3k power rather than consuming it
Zacky 0.0 May 8, 2023 @ 11:06pm 
Ayo Heads up, Biomes Core and Biomes Island mods is incompatible to people mover, it is the one that causes the people mover to not give speed boost when walk on

With the Biomes mod the people mover is just like a normal floor I just got the time to know the culprit lel
tri_idias May 5, 2023 @ 2:11pm 
Hello, this is a picture of my setup. https://ibb.co/Gdqkdjq
So, I need to add some spaces outside of the entrances?
Dune Reference  [author] May 4, 2023 @ 6:51pm 
@tri_idias

The pathing of the pawns is finicky since the game wasn't coded with something like this in mind. No matter how much I prioritize the tiles, some setups will have the pawns doing suboptimal routes. The mod can require finesse on your part to make a path that the pawns will actually take correctly (ex. the gif above has single tile concrete breaks in the lines since pawns coming out of a room on the right side would sometimes walk on the concrete to the right of the conveyors since they didn't want to walk over the "wrong-direction" conveyor to get to the "correct-direction" one.)

If it's a bigger issue you'll have to show me an image of your setup or a savefile and I can see if I can replicate your issues. I've already done this at least once before which is how I found out about the regional pathing issue.

The more examples I get of setups that act weird, the more I'll be able to see if there's a way to fix it in the code somehow.
tri_idias May 4, 2023 @ 2:20pm 
Hello, is there any way I can ensure my pawns use the movers? I turned off regional pathfinding via "Clean Pathfinding 2", but my pawns will still walk on the opposite side of the movers somehow.
Zacky 0.0 Apr 30, 2023 @ 11:30pm 
alright man, hopefully you will find the problem and remove it, the fate of my big mountain colony relies on your conveyors for them to move fast!!!

But yeah take your time, thanks again :D
Dune Reference  [author] Apr 30, 2023 @ 10:42pm 
@Zacky 0.0

You're right. I tested it several times before doing that update, but I guess I missed this somehow. Seems under some circumstances it will work, and others it wont.

I couldn't figure out a solution immediately, so for now I've reverted my last update until I can dedicate some more time to it.

So the glitches where 1. map gen breaks on asphalt roads and some others and 2. the movers actually supply power, not drain it, are back.
Zacky 0.0 Apr 30, 2023 @ 7:24pm 
Hi am back, My pawns are not moving fast when they go to the people mover, also they didnt get slow down when going at opposite direction, no errors but i think the people mover is not working?
Dune Reference  [author] Apr 30, 2023 @ 2:07pm 
Well for now I've covered all the glitches/etc that have been called out, at least to my knowledge and ability to test. Certainly doesn't mean there aren't any, but I'm happy to fix any that come up.

Best reports come with steps to recreate it, especially if it's only my mod in your mod list or some other mod as well if it's conflicting with it in particular (if I can't replicate your error then there's no way for me to fix it lol). That and hugslib logs are usually helpful.
Dune Reference  [author] Apr 29, 2023 @ 6:09pm 
@mo

I don't really know how to test the "resources of the workstation" since I don't really know what that is,, but I fixed a null reference error that was happening on map gen (asphalt roads and ancient threat now work.) so that might have fixed that as well.
mo Mar 14, 2023 @ 11:58pm 
The ancient threat, the asphalt road on the initial map, and the resources of the workstation could not be generated normally. After removing this mod, the problem was solved
Dedelblute3 Mar 4, 2023 @ 8:08am 
awesome so my pawns can also enjoy whizzing around on conveyor belts like I do when I go to a big airport.
Berewolf Feb 21, 2023 @ 6:17am 
This mod is exactly what I wished since b18.
Zacky 0.0 Feb 1, 2023 @ 8:41pm 
ok ok thanks man
Dune Reference  [author] Feb 1, 2023 @ 5:12pm 
Also in terms of the lag when it's fast: the movers shouldn't make anything lag by themselves, and pawns checking for them shouldn't lag since the pathing only gets calculated at the start. But it's possible that because the pawns are getting to their destination faster they are starting more new paths than they would normally (since they'd still be walking there normally!). At least that's my best guess for now.
Dune Reference  [author] Feb 1, 2023 @ 5:12pm 
@Zacky 0.0

Fixed the mod settings not saving.
Also added customization of the wattage of each terrain and the hub.

I did 2 updates today (which steam sometimes has trouble with) since I missed something when I did this update the first time, so hopefully steam updates correctly. Nothing mod breaking, just if you changed the wattage of the hub and then placed a new hub it wouldn't have the new cost (unless restarting the game), but upon opening and closing the mod settings (after placement) it would correct itself. I fixed it and updated the mod; hopefully steam auto-updates people mods correctly.
Zacky 0.0 Jan 31, 2023 @ 1:27am 
@Dune Reference Aww nice yeah I use that mod too, thanks man!!!

Anyways I am back to ask to why the mod resets to it's default setting (like the movement speed going back to 150) cause yeah I wanna go f a s t (also it somehow lag if I set it to go much faster)
LAJ-47FC9 Jan 28, 2023 @ 11:11pm 
Shame we can't give pawns little cars, or get some kinda public transport going. Still, this is pretty nice.
Dune Reference  [author] Jan 28, 2023 @ 3:58am 
@RedMattis

Yeah, that's why I wanted to make it to begin with. I had all these cramped bases and wanted to not be constrained in my build decisions by the walkspeed of the pawns.
Dune Reference  [author] Jan 28, 2023 @ 3:55am 
I see. "[Temp beta] Clean Pathfinding 2" by default doubles the range at which regional pathfinding starts. It also has mod settings that you can change to increase this distance further and even turn off regional pathfinding entirely. When increasing this to higher numbers or turning it off the pawns always see the movers properly. It will be more expensive in pathfinding time when doing these long paths, but will find the movers during instances of regional pathing. I'd certainly recommend this. I'll add this to the description.
RedMattis Jan 28, 2023 @ 3:48am 
Glad I could help.

I think this is a fantastic mod for highly modern bases, and it has a sensible solution for the issues 'good-looking' (not dense) bases tend to get with pawns spending much of their day walking around the base instead of working.
Dune Reference  [author] Jan 28, 2023 @ 3:17am 
"[Temp beta] Clean Pathfinding 2" actually does a lot better than Vanilla or even "Clean Pathfinding" does at the regional pathing issue. Gonna list it as a recommended companion mod and look at it's code to see if I can't use some of its techniques to improve seeing conveyors during regional pathing.