RimWorld

RimWorld

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Skipdoor Pathing (Unlimited)
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Mod, 1.6
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2.550 MB
14 nov @ 5:43
28 nov @ 14:05
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Skipdoor Pathing (Unlimited)

Beskrivning
Performant automatic teleportation for VPE's skipdoors now compatible with almost every job!


Features and use-cases
- [NEW!] Most mod incompatibilities have been resolved!
- [NEW!] Teleportation can now be used to gather to rituals quicker!
- [NEW!] Pawns will teleport while rescuing, capturing, and carrying pawns while drafted!
- [NEW!] Enemies will now chase colonists through portals (though they will not attempt to use them otherwise)
- Autonomous teleportation to and from any skipdoor within the same map!
- Seamless integration of VPE's skipdoors into pawn pathfinding
- Pawns will use portals to get where they need to fast, for most tasks!
- Great for extra large bases!
- Works well with mods like "Search and Destroy" and "Auto-drafted Combat"
- Colony animals that can haul and hunt will also greatly benefit from this mod!

Settings
- Toggle animal use of teleporters (default: disabled)
- Toggle guest use of teleporters (default: enabled)
- Toggle slave use of teleporters (default: enabled)
- Toggle exclusion of wander jobs (default: enabled)
- Slider for min trip distance to check for teleporters
- Slider to check how far to walk to a teleporter
- A field to blacklist jobs if you know their defName

Existing restrictions
- No teleporting while roping
- No teleportation to enclosed spaces with no doors, entrances, or exits
- No automatic cross-map teleportation
- Teleportation will not be used when hauling to shuttles (tried to get this to work, it's impossible :P)

Performance and how it works
- Smart throttling re-added
- Teleportation no longer respawns pawns
- Unused paths are cleaned up, preventing memory leaks
- Only colony pawns/animals are allowed to use portals autonomously
- Job queues are saved and reconstructed after teleportation
- Pathing is only calculated when necessary
- Distance heuristics

Compatibility
- Tested to be save compatible

Recommended mods
Reduce Skipdoor Distortion Effects
Skipdoor Delivery (Stockpile management with cross-map capabilities)

Similar outdated mods
- DEPRECATED VPE Skipdoor Pathing for 1.4 (Similar mechanism, less advanced)
- Better VPE Pathfinding for 1.5 (Hooks into pathfinding directly, this is probably faster but I'm not smart enough to figure out how to mimic it for 1.6)

Checkout my other mods!
Despicable (NSFW 18+ Only!)
RipWorld - Vapes
Venerated Xenotype Flexibility 1.6 Update + Additions
EchoPsyche for EchoColony and RimPsyche

Help me continue making mods!
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Populära diskussioner Visa alla (1)
4
20 nov @ 1:48
Errors and Incompatibilities
DCSzar
154 kommentarer
Gerusz 14 timmar sedan 
@DCSzar That option unfortunately only mutes the ongoing background sound of the skipdoor, not the sound it makes when a pawn goes through it. (I just ended up making a quick patch mod myself.)
lnodiv 29 nov @ 22:50 
Yeah, so I just tested it further. Any portal that's surrounded by chunks causes this bug, even though they are technically pathable.
lnodiv 29 nov @ 20:42 
I also just started getting the bottom left teleport bug midway through the playthrough. Also on commitment mode, so rolling back to help troubleshoot isn't really an option. To give a little more info - unlike one of the other posters, I didn't have any abandoned portals on any other maps. It just started happening randomly on my existing 3 portal network at base. I'm trying to destroy and recreate them now.

I managed to work around the issue and get it to stop happening Here is what I did, not sure which step fixed it:

Cleared chunks that had spilled out recently that were completely surrounding one portal. I know they can cause pathfinding issues.
Completely closed all portals, and remade them with new names.
Moved one portal to a slightly different location.
Adamnfineman 29 nov @ 12:22 
@DCSzar The error began with "Getting random element from empty collection." I can't paste the error here because it's more than 1000 characters. I'd be happy to send it to you some other way, lmk how.
Adamnfineman 29 nov @ 12:16 
Hello @DCSzar,

I'm currently having an issue where pawns are entering skipdoors and reappearing at the extreme bottom left of the map tile instead of the destination.I can't go back to previous saves on this late-game permadeath colony to figure out where it went wrong.

I looked at the debug log and found the error that occurred during every teleportation. I've pasted the link with the full debug log below. Is there anything I or you can do to fix this? My pawns are tired pedestrians. Thanks in advance.


Full Log

https://gist.github.com/HugsLibRecordKeeper/87869438765222ae8fd4f160de609578
DCSzar  [skapare] 28 nov @ 14:14 
@Gary Oak there were a lot of job defs related to hauling to vehicle, that was one of them +
- LoadVehicle
- CarryItemToVehicle
- CarryPawnToVehicle

If there are still issues, refueling jobs might need to be disabled as well
DCSzar  [skapare] 28 nov @ 14:08 
@Gary Oak Disabled teleportation for loading to vehicle jobs

@Gerusz VPE already has that setting
Gerusz 28 nov @ 2:00 
Could you add an option to mute the skipdoor use sounds? I put a skipdoor between my workshop and primary storage, and now there's a loud WOOSH-BZZZT basically every two seconds.
Gary Oak 27 nov @ 17:48 
@DCSzar pawns using skipdoors to load vehicles keep dropping their load before entering the skipdoor. i've tried disabling PrepareCaravan_GatheringVehicle JobDef but that didnt seem to work
DCSzar  [skapare] 26 nov @ 10:56 
@Morcalvin It's really hard to do without hooking into a bunch of pathing checks and creating a lot of side-effects. I tried and got really close, but it was a mess