RimWorld

RimWorld

Pathfinding Framework
309 Comments
glitch_goblin 3 hours ago 
o7
Marty in the multyvers Jun 20 @ 4:31am 
o7
Billo J Dahka Jun 16 @ 11:34am 
o7
Peryn [Андрій] Jun 15 @ 8:57am 
07
Бухой фембой Jun 13 @ 9:38pm 
o7
TheColdTurtle Jun 11 @ 2:54pm 
o7
pug Jun 11 @ 2:24pm 
Birds can fly!
Montu Jun 11 @ 1:42pm 
wait is this being added in 1.6???
SuperBoyOk Jun 11 @ 12:28pm 
thanks for service 1.6 o7
SmugKitsune Jun 11 @ 11:59am 
o7
chitoseender Jun 11 @ 9:18am 
o7
what mods add those water critters?
Head May 19 @ 11:18pm 
Amazing work!
Diiablox Apr 7 @ 10:24am 
Has anyone been able to get flying mounts working? I have a pteranodon from biomes prehistoric with this and it goes insanely fast when it flies, but just seems to walk when mounted via giddy up

Is that because I need a larger flying mount, or does flying just not work when mounted?
The Right Knee Apr 3 @ 7:29pm 
How might I edit the path cost for aquatic, flying, drilling, etc. Currently, every tile is considered unsafe for aquatic and drillers
Jebeddo Apr 3 @ 2:48pm 
Great mod. I've been using it for a while ; it's the sort of mod you forget until you start a new game, realize it isn't there, and immediately notice how immersive it made everything
AlphaHawk59 Mar 1 @ 2:59pm 
In the mod menu under pawn movement, Human is already set to terrestrial, yet pawns still swim in deep water (4.2% movement speed). Do you know if there's any other way to make pawns not swim in deep water?
Keyzo974 Feb 8 @ 5:06pm 
Does this mod allow player's caravans to travel on ocean tile?
Lustique Jan 31 @ 11:25am 
Are you sure Alpha Animals has support for this mod? All animals in there are set to terrestrial.

It would also be nice to have support for/by Alpha Genes. There's a 'water striding' gene in there that should probably make those pawns amphibious.
2000wires Jan 26 @ 1:22am 
How does this work with the Multifloors mod? Any incompatibilities?
悲嬴欢阙 Nov 7, 2024 @ 6:59pm 
There is a bug here: if you set some kind of pawn' movement type to "fly", it will make them can't research blueprints/chips. I don't know which mechanism lead to this problem, but wish you could fix it.
_♣Caligula♣_ Oct 10, 2024 @ 3:25pm 
joseasoler [author] 27 Jun @ 9:10pm
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

For anyone interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
(≡◉‿‿◉≡) Oct 10, 2024 @ 3:20pm 
Amazing framework but any plans on making the pawns hide their body when crossing the deep ocean? You know... to make them look like they're swimming.

Also what is the driller movement?
TOOTHBRUSHDUCK Sep 23, 2024 @ 2:18am 
Seconding the insectoids 2 creep integration, currently it seems to break it to be unavoidable without being an insect or having insect flesh
Flockerkill Sep 16, 2024 @ 12:36pm 
thx for this nice framework

could we get a movement type compatibility for the new insectoids 2 creep ?
Blacksoul Aug 21, 2024 @ 1:33pm 
small question, sometimes i see animals with the flying movement speed far exceed what is shown on their bio, are they actually that quicker? does it impact caravan speed if used as pack in a caravan?
Dealer Mangan Jul 31, 2024 @ 9:57am 
o7
Lekoda Jul 27, 2024 @ 3:38pm 
Here me out bro.. The old relocation system.... Was Cool.. It reminded me of being in the woods.
Lekoda Jul 25, 2024 @ 10:34pm 
Is there anyway i can get the old relocation mechanic
Doctor Worm Jul 21, 2024 @ 7:42am 
I've noticed this mod has performance issues with "Water Freezes" - there are no errors thrown up so they are 'compatible' in the hard sense but with both mods enabled, my game will freeze for a full 2-3 seconds whenever water freezing occurs
Warachia Jul 21, 2024 @ 4:47am 
(Clearly I missed the author's comment.)
Warachia Jul 20, 2024 @ 4:15pm 
[Bug Report]
- Pawns with Flying movetype can't finish analyzing signal chips etc. (note: also happens with T4~T6 chips from Alpha Mechs.)
Tested with no other mods.
- How to reproduce: set humans to have flying movetype, dev quicktest, set up high-tech research bench with power, spawn mechlink and signal chip, make mechanitor, try analyze signal chip. (you also can check this issue won't happen if you reset humans to have terrestrial movetype and do this again)

HugsLib log:
https://gist.github.com/HugsLibRecordKeeper/00415b2bb3d9a1c6274bf1b886755f5a
BobGrey Jul 13, 2024 @ 3:57pm 
Has anyone tested this with Impassable Chest-deep Water https://steamcommunity.com/sharedfiles/filedetails/?id=1674624795?

The Biomes mods add aquatic animals, which I'm fairly certain can pass through deep water (which is also impassible by land animals), so it should work, right? The mod is marked as conflicting with that biomes mod, but I think it really conflicts with this mod since biomes relies on this mod for that, but shouldn't aquatic animals just ignore water movement speed costs?
ODevil Jul 8, 2024 @ 1:06pm 
Anyone know how to make the pathfinding for flying/hovering pawns actually ignore terrain movement cost when calculating the route?
joseasoler  [author] Jun 27, 2024 @ 12:10pm 
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

For anyone interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
joseasoler  [author] Jun 21, 2024 @ 2:40am 
You can use the Swimming movement type for that.
130154098 Jun 21, 2024 @ 1:54am 
I've been using this mod for a while and really like it. but I get confused when switching to Amphibious. Mod authors usually set land as the default movement speed. If I want to keep the land movement speed unchanged, I need to open the XML files in the mod folder and double the movement speed.
For example, in 1.5, I change devourer to Amphibious (it has fish-like features, so it should be faster in water). Its slow speed of 3.5 on land would be halved to 1.75, so I had to open the DLC folder and modify its movement speed to 7.
Perhaps we could add another type of amphibious based on land speed? Of course, if not, it's okay. just I have to open the XML files every time...
Itsuko Jun 13, 2024 @ 1:13pm 
I forgot to do the thing.
joseasoler  [author] Jun 8, 2024 @ 11:37am 
@Warachia Thank you for taking a look. I have confirmed the bug too.
Warachia Jun 8, 2024 @ 11:31am 
@joseasoler Tested just with official DLCs, Harmony and HugsLib. They ignore other stuff like bunch of shelves, but still take a detour for WaterShallow.
HugsLib log: https://gist.github.com/HugsLibRecordKeeper/d76571fa1dff68d8ef07c82a078df1a0
joseasoler  [author] Jun 8, 2024 @ 8:20am 
@Warachia It should. What happens if you test with only Pathfinding Framework in your modlist?
Warachia Jun 8, 2024 @ 5:01am 
Great mod! It looks like PF_Movement_Flying doesn't ignore water terrains like PF_Movement_Amphibious does.
Itsuko May 31, 2024 @ 4:43am 
I'll check later today, if it still does I'll upload the log
joseasoler  [author] May 30, 2024 @ 4:03am 
@Itsuko does it still happen if you launch a game with only Pathfinding Framework, Biomes! Islands and their dependencies?
Itsuko May 29, 2024 @ 2:49pm 
the aquatic creatures from biomes are on land. i don't know how else to explain the fish are walking.
https://gist.github.com/HugsLibRecordKeeper/ae5e7385b633fdbd5e778e75619be760
husagi May 23, 2024 @ 9:11pm 
all of a sudden everything comes to a halt and pawns and animals barely moving.
log: https://gist.github.com/HugsLibRecordKeeper/0b63edde477df1203d1c8c1744fc7eda
Yatoro煜 May 23, 2024 @ 12:53am 
Well,if you get 200% heat armor,or have a flammability adjustment to make it 0%,you will be actually immune to fire,because fire have no armor penetration.High quality armor,gene likes you said Alpha Genes,and some bionic and hediffs from anything,they will make you fire immune,just like you wear a fire-protection suit.
joseasoler  [author] May 22, 2024 @ 10:57pm 
@Tyrannidae I will look into that for the next version too.

@Yatoro In which cases is that possible? I am only aware of the Alpha Genes gene.
Yatoro煜 May 22, 2024 @ 8:50pm 
Can you make flammability 0% human pathfinding ignore fire? It will be very helpful and cool!
Tyrannidae May 18, 2024 @ 8:01pm 
Oh, just thought of this. An option to disable flying shamblers for a pawn with flight capabilities would be nice, in case there was a reason I wouldn’t want the shamblers of a certain species to fly