RimWorld

RimWorld

Path Avoid (Continued)
32 Comments
Pong Mar 19 @ 2:17am 
Second the request to affect wandering.
Settlerking Mar 2 @ 7:42am 
the mod works, it just the zones are now invisible. If you place a zone and try and remove it you'll see it highlight. The pathing still works though it's really annoying to have to remember where you placed pathing restrictions or not
Leenbow Feb 15 @ 12:16pm 
...actually, this one doesn't work for me even in singleplayer. Idk why, maybe mod conflict, I have quite a few. Selecting a zone with any forbid type does nothing. Drafting/undrafting a colonist still refreshes its pathing right through the mechanoid cluster that I want to forbid so hard...
Leenbow Feb 13 @ 9:31am 
Interesting if this works with Multiplayer mod. Original one was reliably desyncing (and thats's with Anomaly turned off) whenever someone stepped on changed priority tile
FoolishMacaroni Jan 11 @ 3:59pm 
the blue "prefer" path button does not show up for me, and when i use the other path buttons the whole map is blue
Garthenius Nov 28, 2024 @ 12:44am 
The Map Settings button, which stopped working in the previous incarnation of this mod, has been completely removed in this one.

It was a very useful feature, it would be nice if it could be restored / fixed.
missionz3r0  [author] Nov 8, 2024 @ 9:19am 
@xerkus
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`?
Xerkus Nov 7, 2024 @ 1:47pm 
Mechanoids on the other hand are just a bit different pawns more or less. Player might or might not want individual entities to ignore pathing modifiers. It is not something you as a developer can decide because there is no single correct answer here. So this will require a way to change it via settings somehow on a case by case basis by the players themselves.

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.
Xerkus Nov 7, 2024 @ 1:46pm 
Vehicles are quite a special case.
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.
missionz3r0  [author] Nov 7, 2024 @ 12:28pm 
@Xerkus

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.

----

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?
Admiral Zander Oct 28, 2024 @ 1:18am 
would it be possible to make mechanoids ignore this? i bbuild side halls than i run pipes and such through that i dont really want colonists pathing through without need, but i dont care if mechs path through. well if they dont ignore it already, hard to tell
Xerkus Oct 20, 2024 @ 3:22pm 
In the meanwhile, using road prefer designations on roads and road avoid designations on sidewalks coupled with this mod prefer designation on sidewalks works fairly well.
Xerkus Oct 16, 2024 @ 10:46pm 
Vehicle Framework got area designations for road prefer and road avoid.

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.
missionz3r0  [author] Oct 15, 2024 @ 9:09pm 
@Krell356

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.
Krell356 Oct 14, 2024 @ 11:53am 
Do you know if this mod has any compatibility issues with clean pathfinding 2? I like clean pathfinding and the fact that I don't need to babysit it, but I'm in desperate need of some finer pawn control. I would love to use both as I would prefer not to have to manually fix every bit of weird pathing from my pawns.
WJSabey Oct 4, 2024 @ 4:03am 
There used to be a sixth white button that opened a dialogue to apply a priority setting to all tiles of a given terrain type on the map, that was useful if you like applying a high cost to all water tiles for example, and also could be handy to find floor tiles of desired materials, since map searching mods let you search for buildings, but not terrain tiles.
missionz3r0  [author] Oct 1, 2024 @ 7:41pm 
@WJSabey

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.
WJSabey Oct 1, 2024 @ 6:03pm 
Has this one fixed the bug in the white "Map Settings" button that doesn't work in the original on 1.5?
missionz3r0  [author] Sep 24, 2024 @ 6:56am 
@Onion There might be.

I've not tried to tinker with that myself.
Onion Sep 23, 2024 @ 9:55pm 
Is there a way to make this mod effect wandering? my animals favorite past-time seems to be opening and closing the freezer door haha
missionz3r0  [author] Sep 14, 2024 @ 9:42am 
@toxicnova10

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.
Moz Sep 14, 2024 @ 12:51am 
Is it safe to replace Kiame's version with this one, like is all my existing path avoids going to stay?
Mushroom Steve Sep 11, 2024 @ 11:52am 
Yeah, Vehicle Framework. If it's too much of a headache, don't worry about it.
Hoki Sep 11, 2024 @ 9:11am 
i was half joking anyway
missionz3r0  [author] Sep 11, 2024 @ 8:31am 
@Hoki Dead Man's Switch is built off the Vehicle Framework. So, unless they use different pathfinding, whatever patch I come up with should work for both.

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.
Hoki Sep 11, 2024 @ 8:15am 
let me chime in there real quick:
if youre already looking into it for vehicles would it be possible to look into it for larger mechs like in dead man switch?
missionz3r0  [author] Sep 11, 2024 @ 8:10am 
@Mushroom Steve

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?
missionz3r0  [author] Sep 11, 2024 @ 8:09am 
@Serebron Hoki has the right of it. Kiame is stepping away, and I'd previously committed myself to release a continuation.

@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.
Hoki Sep 10, 2024 @ 11:24pm 
thanks to the confusion i took a look on the currently official version. kiame is stepping away from RW modded.
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.
Serebron Sep 10, 2024 @ 11:14pm 
Would be nice if you could add a Explanation of what exactly this is or why you made a continueation of the Mod, because right now I am not able to see the difference between this and Kiame's Version.
Mushroom Steve Sep 10, 2024 @ 9:56pm 
Could this be patched for vehicles? Got this mod to prevent pawns from running in the middle of roads, now the cars drive on the sidewalks
HIM Sep 10, 2024 @ 12:14pm 
Thank you, YESS