RimWorld

RimWorld

Clean Pathfinding 2 Continued
118 Comments
Farbott Jun 16 @ 12:51am 
only time will tell if this is still part of your 300 required QOL modlist or another page of o7's for the work its done for us
_♣Caligula♣_ Jun 16 @ 12:27am 
Never oc.
Average patient z-boi.
AzoorFox Jun 15 @ 12:55pm 
UPDATE WHEN???????????????????????
FerrisCG  [author] Jun 13 @ 12:43pm 
Ill attempt to profile pathing on 1.6 in a little bit and see if its still a needed set of optimizations or not likely next weekend
Evono Jun 12 @ 3:51am 
@moosetwin so far we only know "improved and Multithreaded Pathfinding" so it could be "just faster" but still super Zig zag lines , we need to wait honestly.
moosetwin Jun 11 @ 8:26pm 
Was this merged into 1.6?
QraTz May 30 @ 2:43pm 
Thank you @Ignari and @Scorpio for pointing that out, pretty useful info. I wonder if that happens to with the "automatic drafter orders" that Search and Destory sends
Scorpio May 21 @ 1:24pm 
can confirm @ignari statement , draftred + move order + fire = memory leak
Evono May 19 @ 11:50am 
@David it should be faster , owlchemist was/ is a very performance friendly modder dude did pure magic but no clue why hes gone.
David May 18 @ 9:19am 
Does this actually “improve” performance? Or is it just not very impactful.
Ignari May 13 @ 9:41am 
Alright so I am midgame with a colony, it seems that if my sanguophage colonist is drafted and given a move order, if that move order puts them within a tile of fire or has them path through fire, or has their destination be on fire, it causes an out of memory crash after a couple minutes of lagging. Not a huge issue now that I know what causes the hangups.
Inerael May 13 @ 8:39am 
yes, Thanks you so much !
renegade_sock May 11 @ 3:18am 
I just wanted to say thanks for updating so many great mods, would have been a tragedy for all of OwlChemist's mods to have died
redwolf5502 May 3 @ 4:55pm 
unfortunately I cannot seem to get the mod to function at all, even putting mod settings on max doesn't effect colonist movement or door choice. any know issues at the moment?
Brumes Wolf Apr 14 @ 1:24am 
Vanilla Extended Medieval 2 castle gates and doors seem to have a light incompatibility, they are always set to "exclusive" and can not be set to anything else because "cant select anything but exclusive for rooms with only 1 door", even if the room has plenty of other door, or there isn't a room at all.
Possibly has something to do with the fact those doors require walls at their corners.

Pawns also seem to ignore forbidden doors and sometimes still go trough, but I have no proof that that has anything to do with this mod.
SaMaHaJoGu Mar 22 @ 10:20pm 
Wait… so this mod incorporates a similar heuristics to Perfect Pathfinding? Awesome… definitely replacing as it appears to be a little heavy on my wooden CPU. Lol! BTW… how do I set it so heuristics resemble Perfect? I want something similar but not exact so that the game as a whole stays a little more performant.
mrclrchtr Mar 17 @ 4:54am 
Thank you very much :)
FerrisCG  [author] Mar 16 @ 6:41pm 
@mrclrchtr will move this to public repo sometime this week for PRs if you want to assist
mrclrchtr Mar 14 @ 4:28am 
@FerrisCG do you have a github repo for the mod? Maybe i could help with fixes.
Valhalla Mar 5 @ 12:11pm 
@Seel agreed:steamhappy:
Gloose Feb 23 @ 5:50pm 
Having an issue where colonists pathfinding seems to interrupt them from extinguishing fires on certain tiles - typically walls - and im tracing it back to here so far. Wondering if someone else has had an issue like this previously.
Seel Feb 22 @ 4:54am 
This mod improves my performance by so much its hilarious. Than you everyone involved in its creation and maintenance you guys are awesome.
dvdmcwilliams Jan 28 @ 5:44am 
Not working at all to me, pawns preffers to go through shallow water instead of using the bridge 2 blocks away. Others, as some said in here, goes around a building instead of using the door next to them.
Dad Jan 14 @ 10:33pm 
On default settings this is having no visible effect. Pawns go out of their way to take the long route walking on normal soil instead of the packed dirt paths that lead directly where they need to go lol.

It does work as expected once the values are bumped up just a bit though.
Trivia Vanille Jan 12 @ 10:25pm 
anyone know if this mod is compatible with CE?
Jarrod Oct 26, 2024 @ 7:41pm 
My entire base is lit correctly. Road tiles might be part of it? Cause I really don't like the look of stone tiles on the inside, I currently have wood before researching carpet, and stone tiles around the base. But I don't understand that concept either; they are walking onto the wood flooring regardless, the difference is they're putting their dirty footsteps near the back door instead of the front door. The dirt is being brought inside regardless, they're just choosing to take the long route. I have all the settings default, cause I don't see anything that will stop them from avoiding doors.
KampfTomate007 Oct 26, 2024 @ 3:11pm 
@Jarrod:
Could be that one or more of the other modifiers are causing this.

Eg pawns will avoid darkness because they get slowed down in the dark.

They will also try to stay on road tiles (afaik things like paved stone, concrete, brickflooring, etc) because they don't add dirt to your pawns feet that would be spread over tiled flooring.

There is an inverted option where you can make them prefer non paved/road flooring, eg dirt, in case you want to avoid making them walk on special stone flooring which primarily exists for deco and shouldn't be walked over creating a mess.

What i found seems to affect pawns going off track/around their target is setting the road attraction to max (12), if you had a grid/city block base and had a street grid and a trader was in the middle of a block then sometimes pawns would walk around the block on the street tiles to walk through less dirt.
Jarrod Oct 22, 2024 @ 5:07pm 
I just want the pawns to stop ignoring doors. Walking around an entire building just to go in the back entrance cause your bedroom is near the back of the building makes no sense, especially considering they would be going through two doors regardless, they just take an extra 10 seconds to run around the building instead of just going through it. All of the doors are set to "normal", I don't know how to make them stop avoiding them.
KampfTomate007 Oct 22, 2024 @ 2:56pm 
Alternatively what you can also do is manually toggle the designation for a given door, eg you can turn any door into normal, side, emergency, or dead end (or whatever the names were)
KampfTomate007 Oct 22, 2024 @ 2:54pm 
@Jarrod: This mod has some rulesets after which it automatically designates roles to doors, eg if there is only 1 door leading into a room with no other entrance then it automatically gets the highest avoidance level to reduce pathfinding calculations for those tiles unless the pawn is supposed to move inside.

"Side doors" iirc are the second out of 4 stages which afaik are meant to be used for doors connecting 2 rooms with independent access to outside to avoid people walking through 3 doors through a room and making everything dirty and get stuck for a few seconds infront of the doors rather than just moving 5 tiles to the side and around the building to go into the building behind the first one.

If the rules are too strict you can try and lower the path costs until you find a middle ground where they move as close to what you'd like as possible.
Jarrod Oct 21, 2024 @ 8:58pm 
Just like with the original, I just cannot get over how much Pawns avoid doors with this mod. Pawns will genuinely go around the entire building if the room they want to get into just happens to be at the back of the building, despite them only having to go through 2 doors if they went through the building. Same with fences, they seem to just ignore gates and would rather climb over fences right next to the gates. I see there's a setting for "side door pathcost" but idk what a "side door" is. Is it a door that is on the side of a building? eh?
Psyckosama Sep 23, 2024 @ 3:48am 
I am also having exception ticking errors problems and had a lingering issue with Adaptive storage that cleared up when I removed this mod.
Meyar Sep 21, 2024 @ 8:25am 
Running into Node Cost Overflow issues. I have a -lot- of mods, possible conflict, but I've consistently had this issue across multiple game version updates. Disabling tuning in mod options immediately kills the error.

Ex: Node cost overflow for Zee pathing from (144, 0, 105) to (144, 0, 106).

https://gist.github.com/HugsLibRecordKeeper/46ab17d5dddf4fed1cdd378d088f652f
_♣Caligula♣_ Sep 4, 2024 @ 7:37am 
Does this mod collide as of lately(past few days?) with insectoids 2 and vanilla furniture expanded security?
Have own pawns right after starting new colony with endless exception ticking errors.
As soon as pawns are set/belonging to a hostile faction it stops.
Crimson Sep 3, 2024 @ 3:21am 
Thank you for continuing this mod
Viper Aug 31, 2024 @ 2:50pm 
Radmir's point is a good one! I've run into this exact issue with other continued mods before. Please indeed update the About.xml
Radmir95 Aug 29, 2024 @ 11:03am 
I understand that you wrote in the description that you need to delete, but people's inattentiveness should be taken into account too :) . The game does not give warnings in this case if the old mod remained, and so there is a chance that the user will suspect something.
Radmir95 Aug 29, 2024 @ 11:01am 
@FerrisCH Change the author of the mod and its name in About.xml to your own. Otherwise, the game runs the original mod if people have it, but yours does not see it. And the errors described below may be for people not because of your mod.
JasonGriffin Aug 17, 2024 @ 1:42pm 
I am having the same issue with overriding path avoid
Katieclysm Aug 11, 2024 @ 5:36am 
Looks like this overrides Path Avoid? I blocked off a large area as hated with PA, but the pawns still wander right through it as a shortcut.
kongkim Jul 29, 2024 @ 3:52am 
@Ferris I ran into a problem were Visitors/Guests not always want to leave and just wander around, This mods setting to find exit helped a lot, but if some of the leaving pawns get injured on the way out they sometimes go back to just wandering around not leaving the map until they die of hunger or frostbite on my map.
Its it possible to make a timed chack or something to force pawns wantering around to try and leave the map again?
JSJosh Jul 24, 2024 @ 2:01pm 
Thats in the mod settings. You can adjust the weight on pawns avoiding dirty environments.
NerffffF Jul 24, 2024 @ 8:23am 
is there a way to make pawn stop avoiding dirt path?
DeadBeard Jul 22, 2024 @ 12:59pm 
same stuck issues with my pawns, I was going to use this mod to fix it. I think its the better pawn control mod, but I am not sure
Nightfish Jul 18, 2024 @ 9:01am 
I'm running into the "pawns getting stuck" issue. To the best of my knowledge, I have no other pathfinding mods. Is there any way I can check if one of my mods that doesn't explicitly say so touches pathfinding?
ODevil Jul 9, 2024 @ 5:22am 
Heyo, do you think it's possible for the pathfinding algorithm to take into account different movement types like those added by Pathfinding Framework?
It makes little sense when a flying pawn (all terrain movement cost is 0) takes a long detour around a marsh when he could just fly/walk over it...
JSJosh Jul 5, 2024 @ 8:48am 
Hmmm I may have spoke too soon, its definitely IMPROVED, but they are still taking the long way every now and again.
JSJosh Jul 5, 2024 @ 8:40am 
Happy to say that the bridge issue seems fixed! :D
K33industries Jul 4, 2024 @ 10:18pm 
error is gone
K33industries Jul 4, 2024 @ 10:01pm 
thx ^^