边缘世界 RimWorld

边缘世界 RimWorld

[KV] Path Avoid
186 条留言
Ascythian 9 月 12 日 下午 5:35 
Alu 8 月 30 日 下午 10:14 
well yes
its not updated
1.6 rewrote pathfinding
MissCarbonheart 8 月 30 日 下午 9:58 
Broken for 1.6 x
Kasgigz 8 月 25 日 下午 1:19 
o7
Shinoskay 7 月 16 日 下午 2:50 
thank you kiameV
KiameV  [作者] 7 月 16 日 下午 1:42 
(fell off from the first page)
1.5 version: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3328743204

Thanks @missionz3r0!

Says 1.6 will be out soon
Not Dvdyyz 7 月 15 日 下午 11:11 
yeah, that tends to happen when you use mods that aren't updated...
Shinoskay 7 月 15 日 下午 10:53 
thats so unhelpful its stupid, alu.

People are informing us that the mod doesnt work in 1.6....

thank you worst player NA for the report.
Alu 7 月 11 日 下午 5:32 
Thats the issue of using outdated mods
Worst Player NA 7 月 11 日 下午 5:17 
You can load this mod in 1.6 but you can't actually make any pathing adjustments as trying to use any of the pathing changes simply doesnt do anything :< I learned this because i needed someone to not haul something past bugs and he just refused to be smart about it lol.... rip
Tyrant 7 月 11 日 上午 9:41 
Hello, now that Odyssey is out, will you be updating this mod?
тетеря, блин 7 月 11 日 上午 7:56 
does it work with 1.6? new patch has something with the pathfindsing system, so I guess it doesn't.
crazygoose4219 5 月 11 日 下午 6:36 
Dont see it in mod settings
crazygoose4219 5 月 11 日 下午 6:36 
How to disable SoS pathfinding?
LZIM 4 月 2 日 下午 7:37 
not getting mod errors per se but it appears that this mod, active in game and was working fine for stopping fast pawns from using furniture as jungle gyms slowing them down (even as just a placebo) no longer works at all to apply exrta cost to pathing. I put red pathing with strength 255 and pawns are totally ignoring the preferred 0 cost path in the same room to go outside through multiple doors into lava path with 255 cost (not literal laval) and even removed the door through the preferred path and they ignore it.
Angry_HoneyBadger 3 月 30 日 下午 12:31 
does this only work for colonists or pets as well
Scionin 3 月 4 日 下午 8:02 
I deleted this mod and it solved my many mod errors that prevented the map from loading. Just a heads up for anyone scouring the workshop for a potential fix.
Ancalagon 2024 年 11 月 22 日 下午 5:47 
@KiameV Thank you for your years of support to the Rimworld community, even to the very end passing along the torch. You are a legend!
KiameV  [作者] 2024 年 9 月 11 日 下午 7:10 
Rex705 2024 年 9 月 10 日 下午 1:11 
o7
missionz3r0 2024 年 9 月 10 日 上午 11:37 
@Kiame Vivacity

Apologies for the delay. I've uploaded a continuation of this mod.

It's got several tweaks, changes, etc. etc. to it. Been playing with them myself to make sure they worked fine, and they seem to.

So, can point folks over to: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3328743204 if you'd like to.
Quetzalma 2024 年 8 月 26 日 下午 1:56 
How to disable SoS pathfinding?
Jury 2024 年 8 月 17 日 下午 8:59 
o7
GGabe.~[BarrileteCósmico] 2024 年 8 月 17 日 下午 3:13 
o7
ChickenMadness 2024 年 8 月 11 日 上午 5:40 
o7
Stellar 2024 年 8 月 11 日 上午 1:41 
o7
Mr.Taco 2024 年 7 月 16 日 下午 5:44 
o7
cody121155 2024 年 7 月 6 日 下午 5:34 
o7
Syben 2024 年 7 月 6 日 上午 7:28 
o7
FylixFyelds 2024 年 7 月 4 日 下午 2:55 
o7
KiameV  [作者] 2024 年 7 月 1 日 下午 8:38 
(copied from previous page)
After 6 years of modding for this game I am stepping aside. Life has me busy and I will not have time to update my mods. If anyone picks this up let me know and I'll post a message in the description pointing people to the 1.5 version.


Just to repeat, all I did was recompile. I will not be doing anything else with this mod if anyone would like to pick it up
T.Y.N 2024 年 7 月 1 日 下午 8:04 
same
Peri 2024 年 6 月 19 日 下午 9:13 
Having the same issue as Svela, where clicking on the Map Settings option just brings up the debug log.
Svela 2024 年 6 月 8 日 下午 7:13 
Seems I'm unable to use the Map Settings option. Clicking on it no longer brings up a menu. Anyone have an idea how to remedy this?
W 2024 年 6 月 6 日 下午 11:09 
@Neville thank you
ilovehorrorcats 2024 年 5 月 28 日 上午 9:53 
Why is there no prefer path? Clicking on options gives out an error as well.
Xylem 2024 年 5 月 20 日 上午 2:53 
Love this mod. And would love an option to allow colonists to ignore restrictions while drafted =)
Fatal 2024 年 5 月 16 日 下午 2:36 
@missionz3r0 Would love to see it!
Molay 2024 年 5 月 15 日 下午 2:10 
So I did some rough testing. It does indeed seem the case that it does not affect the algorithm as I hoped. My hopes were that it would not check adjacent nodes of high cost until it reached similar cost on different paths. I.e. before trying a cost 100 "hated" node, it would first check 100 normal nodes. I don't think it does that. Massively "tuning" the pathfinding area actually cut the FPS from 50fps on 2X speed to 25fps. So this mod does incur a cost, although if used for it's strict purpose (avoiding path, not gaming the pathfinder) it seems neglible, i.e. I see no FPS loss for just marking some unwanting doors and the tiles next to them to avoid pathing there.

tl:dr: just use it to avoid pawns going where you don't want them to go, do NOT try to use it to give the pathfinder an easier time - he won't like it^^ Cheers
Jaggid Edje 2024 年 5 月 15 日 下午 1:54 
Ah, I see what you mean. While the pawns aren't going to path through dead ends and single-entry rooms unless they need to actually do something there, you are suggesting that marking them to be disliked removes them entirely from the algorithm.

I doubt that is the case in Rimworld. Raising the point cost doesn't remove something from an algorithm, it just makes it less desirable as part of the algorithms calculations. In the case of your dead ends and rooms with only one door, they were never desirable routes in the first place, so it would not serve a purpose, I don't believe.
Molay 2024 年 5 月 15 日 下午 1:24 
I may have expressed myself poorly. I do not just mark the the doors as high-cost, I mark the entire room, as well as hallways leading nowhere, large parts of excavated mountain, etc. What I'm asking is not so much about the end result (i.e. pawn takes the expected route, avoids the disliked/hated paths), but rather about the pathfinding algorithm. Does the pathfinding algorithm effectively behave as you'd expect from something like A* or some other dijkstra derivated pathfinding algorithm, thus will it be able to skip a lot of unnecessary nodes when finding it's path, or does it not affect the algorithm in this way?
Jaggid Edje 2024 年 5 月 15 日 下午 1:18 
I use this mod in my game and haven't noticed any performance issues. It works alongside other mods that do change the pathing algorithms without any conflicts, so I think this mod just change the pathing costs.

Also, I don't think there's really any point to setting a single room door to be disliked/hated. Pawns only enter rooms if they have a reason to. For rooms with multiple doors it's useful if you don't want people using the room as a throughway and to only enter if they need to go inside the room itself. I do that for my hospitals and freezer rooms, for example.

It does do exactly what you asked, it 'nudges' the pawns (as well as NPC allies and tamed animals) to select the desired pathways. I use the mod quite a bit to keep my pawn traffic on pathways, outside of rooms with multiple doors where I don't want, on bridges (rather than through water), etc.
Molay 2024 年 5 月 15 日 下午 12:42 
(part2)In Dwarf Fortress for instance I can gain significant FPS gains by marking zones for the pathfinding to avoid/prioritize, but that works because it's predictable A*-type pathfinding, and I'm not sure if rimworld does that as such or if it's heavily tweaked and thus might not gain a performance improvement or even cause performance degradation as a result of marking low-traffic areas as high cost.

Any idea?
Molay 2024 年 5 月 15 日 下午 12:42 
I have a question about this mod's performance implications. Is there an overhead to the pathing cost changes I make with this, or does it simply change a tile's pathing cost to X (0, 25, 50, 100 or whatever?)? I'm asking because I always struggle with FPS because I build big, so I wonder if marking all the rooms with just one door (i.e. no transit, like a bedroom, or a hospital) in HATE (very high cost) would nudge the pathfinding algorithm away from those areas, and thus help it find it's desired path faster, or is this not recommended? I'm not certain of how pathfinding is implemented exactly nor how this mod makes it's changes.
missionz3r0 2024 年 5 月 7 日 下午 8:32 
I'm mostly done with the code changes, some small bug fixes, and refactoring.

Only thing I'm waiting a bit on is to get Vendan (one of the other OG devs for the mod) to give their blessing for an MIT license. If I don't hear back from them by this weekend I'll go ahead and publish.
Celgaming 2024 年 5 月 5 日 上午 12:57 
This is a must for big colonies with farms unless you want that dirt everywhere. No vanilla option makes pawns avoid walking through a farm area, not even fences.
KiameV  [作者] 2024 年 5 月 4 日 下午 7:38 
Current mod works but will not be updated. I'll update this thread if/when mssionz3r0 posts his version
GR1ZZRS 2024 年 5 月 4 日 下午 3:13 
v Assuming current release is working fine? Would love a @ or something if it gets updated!
KiameV  [作者] 2024 年 5 月 4 日 上午 9:06 
@missionz3r0
Sent a friend invite if you want to DM at all. I've added an MIT license to my branch. Let me know if/when you publish your own and i'll redirect people there in the description for future releases
missionz3r0 2024 年 5 月 4 日 上午 12:45 
@Kiame Vivacity

Heya Kiame, I'd like to take up the torch for this mod. Most of my changes relate to restructuring the directory, devops QOL, and some code tidying. But there were a few lingering issues that I've fixed. Such as erroneous language keys.

Can see my fork here:
https://github.com/missionz3r0/rimworld-pathavoid

If you're fine with my carrying the torch, I'd also like your permission to publish the mod under the MIT license. And, if possible, if you know how to contact Vendan so I could get their blessing as well. From the looks of it, the mod never had a license and I'd like to fix that so it's easier for the mod to be carried onwards by others if I ever set the torch down.