RimWorld

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People Mover
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Mod, 1.4, 1.5
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1.289 MB
22 jan, 2023 @ 1:03
11 apr, 2024 @ 18:52
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People Mover

Beskrivning
You ever been walking through the airport and reveled in how fast you can get from place to place on the moving walkways? Maybe you only caught your flight because you were able to get the extra speed boost. Or maybe you were able to make it to the bathroom just in the nick of time.

I like going fast. So, I made it so I could go fast. And now so can you.

Introducing: the People Mover.

Features
  • Moves people
  • Goes fast

How to
  • Build the People Mover Power Hub. Then build the People Mover - Terrain cardinally adjacent to the hub or each other to make a path.
  • The hub can be rotated. The terrain pieces can be placed in any direction and still work as long as they are in the chain. (The terrain pieces are all contained in a right-click drop-down menu to save you architect menu space.)
  • If you walk on them in the direction they're pointing you'll get sped up, but in the opposite direction you're slowed down. (Mod option available for speeding up in either direction.)

Cost
  • Everything is unlocked with the Microelectronics research and is contained in the Floors category.
  • People Mover Power Hub: 20 steel, 2 components, 10W power
  • People Mover - Terrain: 8 steel, +10W power for hub

Customization
  • There's a mod setting option to change the speed of the movers. Concrete is 100% walk speed. The movers are by default ~150% walk speed. Going in the wrong direction is ~50% walk speed.
  • Can change the wattage cost of the movers to between 0 and 100 in the mod settings.

Recommended Companion Mods
  • Clean Pathfinding 2 - Highly recommended. Helps see Movers during long paths. Can use mod settings in this mod to further increase regional pathing distance or even turn off regional pathing.

    Detail: During very long paths Vanilla pathfinding turns on "regional pathing" which blocks out pathing into 12x12 chunks. This makes it not check the individual tiles anymore and ignores the movers. With Clean Pathfinding 2 it innately doubles the distance before regional pathing is turned on. You can, in the mod settings, double this again or even turn regional pathing off entirely.

Known Incompatibilities

FAQ

Q: Does the pathfinding prefer walking on the movers over other terrain?
A: Yes.
Q: Does it work with Owlchemist's "Clean Pathfinding" and "Clean Pathfinding 2"?
A: Yes.
Q: I had two People Mover chains with two separate hubs and their terrain merged, so I dismantled one of the hubs, but the terrain from the dismantled hub's chain didn't automatically work, even though they're cardinally adjacent.
A: This was a concession I've made thus far for performance reasons in the case that someone had lots of big chains. The solution is just to make a new terrain anywhere adjacent to the working chain and it will pick up all the stragglers.
Q: Github?
A: For you go getters out there. https://github.com/DuneReference/PeopleMover
Populära diskussioner Visa alla (1)
9
25 sep, 2024 @ 13:37
Bug Reports
Dune Reference
90 kommentarer
pillbug2 28 sep @ 19:53 
Thank you for your reply.
pillbug2 27 sep @ 15:44 
I'm sorry. Wish you well.
Dune Reference  [skapare] 25 sep @ 14:20 
Every DLC forces a recompile of the source and I have to redo my transpilers at a minimum, and potentially other issues.
I'm still thinking about this mod and will get to it in time. Been pretty busy at work recently. When it slows down I'll have more time to look at this.
Michiko 24 aug @ 20:59 
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 25 jul @ 8:48 
Anyone test this on 1.6?
Dune Reference  [skapare] 4 jun @ 14:14 
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 9 apr @ 4:04 
Will this mod continue to fix error?
weregamer 2 jan @ 21:53 
Argh, trying to set the mod settings freezes the game UI! (I see this was reported earlier, in September. Any update?)
NYC13 23 sep, 2024 @ 17:11 
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 21 jun, 2024 @ 17:56 
Setting the paths to a negative pathCost doesn't seem to work