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It was a very useful feature, it would be nice if it could be restored / fixed.
Wasn't saying that vehicles shouldn't be handled, just that I don't want to take the easy path for a patch.
As for your second comment, that's why I was thinking of a toggleable setting for entities. Not just individual entity types, but for the abstract classes as well. In a vehicle's case, I think that'd be `BaseVehiclePawn`?
Even then I am not sure such feature is warranted tbh. There will be this entity needs to ignore restrictions here, but that entity needs to ignore restrictions elsewhere.
Unless it is done sort of like vanilla zones that are assignable to pawns individually I wouldn't bother tbh.
In the way they path - pathing actually considers vehicle dimensions. At the very least their width. Hence the custom pathing implementation provided by the vehicle framework. And in the way they damage and kill things they run over. Including our own colonists.
Sending vehicles where colonists go is the kind of deal breaker that makes this mod borderline unusable.
In case of 4 tiles wide truck departing for a caravan that is a 4 tiles wide corridor of dead things that were too slow to get out of the way. Almost always the case with vehicle going fast. During fight several 4-5 wide vehicles can and will grind down our own defenders running to the defensive position unless everyone is micro-ed because they are hell bent to take same lowered cost path.
I don't think it would be feasible to disallow individual vehicle entities for the sheer amount of the vehicle types. Best option is to exclude them as a class as a mod compatibility concern imo.
Huh, thought I had issues enabled. They have now been enabled.
@Imperial Admiral Zander Gibson
What you and @Xerkus are asking for are pretty similar. For select entity types to ignore PathAvoid designations.
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While both are possible, I am rather iffy about adding a growing list of conditions of what to ignore. That's a great way to tank some performance. And while we're only talking about two entity types right now, it'll inevitably grow.
Just spitballing ideas, but perhaps some settings that allow for entity types to be excluded from this mod would be better than some one off conditions?
VF uses its own pathing implementation that modifies costs directly during pathfinding. Prefer designation halves the cell cost and avoid adds flat 250. Then it is combined with the avoid grid cost which is first multiplied by 8.
I assume this mod operates on avoid grid so it is easy to see how it can overpower halved tile cost.
In VF repository this is at https://github.com/SmashPhil/Vehicle-Framework/blob/523cb1a9be9169a35ac2537e70db576f9a38293b/Source/Vehicles/Pathing/Map/VehiclePathFinder.cs#L377-L408
It is mostly irrelevant. Vehicles should just be skipped by this mod since VF got its own way.
ApplyAvoidGrid() is where I assume the magic happens. Can pawn be checked if it is instance/subclass of Vehicles.VehiclePawn and then skipped? I don't know C#, I am not sure how symbols work.
Also, you should may be open github issues. Steam comments is not exactly the best place for this kind of dialogue.
This mod doesn't touch pathfinding directly. It instead adds/removes a fixed cost to pathing through a tile.
It should work with any pathfinding mod that uses the game's tile costs.
Also, I have used it with Clean Pathfinding in the past. But that was months ago.
I'm not sure which button you mean. I do remember removing a few settings because they didn't work or were obsolete. So, perhaps? But I can't be sure.
I've not tried to tinker with that myself.
I've not had any trouble switching over. It SHOULD be a drop in replacement for the mod. If you do have any troubles, feel free to let me know.
That said, don't expect such a patch to come soon. I don't play with Vehicles, so will be working on that on spare downtime where I'm not otherwise doing something else.
if youre already looking into it for vehicles would it be possible to look into it for larger mechs like in dead man switch?
It sounds like vehicles utilize the same pathfinding as pawns. I don't use vehicles too often myself. I could take a look though. To be clear, we are talking about a patch for the Vehicle Framework?
@Hoki The main tweak is that the `normal` selector is on by default. Previously you had to enable it in the settings. The rest of the tweaks were refactorings so I could have an easier time releasing the mod for multiple versions.
this mod is legit just the conituation. it would be great to get an idea what tweaks z3r0 made what they mentioned on the other version.