RimWorld
Natural Paths
80 Komentar
AnneCrankin90s 11 Jul @ 8:42pm 
W mod, but theres an error with the new draw tools, the angled line behaves like the square fill toof
RAD EMERALD 6 Jul @ 11:33am 
AH THANK DUDE!
VelxraTV 6 Jul @ 10:51am 
and so it has been. thank you
RAD EMERALD 6 Jul @ 6:34am 
pls update 1.6?
LiterallyBeenVibing 9 Jun @ 7:08pm 
do the paths inflate your wealth?
Xy | Hori 23 Sep 2024 @ 12:53pm 
it seems that firethrowers from combat extended dont work on the paths
VelxraTV 26 Jul 2024 @ 3:28pm 
was the mild conflict between natural paths and fluffy's desired paths ever patched? its what @sgthanzmullersw mentioned in 2023.
LordVamp 31 Mar 2024 @ 3:33pm 
Is there no way to remove a path or build over it?
SghHanzMullerSW 15 Agu 2023 @ 1:20pm 
natural paths and fluffys desired paths colides a little bit
Karpeno 27 Feb 2023 @ 11:01am 
It needs to Cost something! It's to OP!
Stormline526 12 Feb 2023 @ 11:51am 
Would love to see this include options for Alpha Biomes Terrain types.
shane_357 4 Des 2022 @ 10:26pm 
I'm sorry to bother you, but could we get the ability to blacklist certain terrains from being affected by this? Some modded ones just don't make sense.
Zoid 19 Nov 2022 @ 5:06pm 
is this good to go with biotech? RimPy says its not up to date.
Demognomicon 13 Okt 2022 @ 12:10pm 
Nice!
permarust  [pembuat] 13 Okt 2022 @ 3:39am 
Updated to 1.4
Demognomicon 11 Okt 2022 @ 1:53am 
A 1.4 version would be cool
Arky 18 Agu 2022 @ 9:42am 
I think that just adding

<Beauty>-3</Beauty>
<BeautyOutdoors>0</BeautyOutdoors>
<Cleanliness>-1</Cleanliness>

would remove the need to touch the filth rate
Arky 18 Agu 2022 @ 9:31am 
The gravel paths should have been clean but kept the filth
Arky 18 Agu 2022 @ 9:30am 
I agree with the 0 filth generation in order to make it similar to a natural dirt path. It should not be a clean tile however. It should have kept the original -1.0 dirt value
MooningBunnies 10 Agu 2022 @ 12:19am 
Can we change stats? Walk speed for instance?
Vagineer1 18 Feb 2022 @ 2:32pm 
Not sure why but when I click on the dirt path, light dirt path and farm paths in the architect menu my ui disappears until I managed to deselect either of those three things. Not sure why, not getting any sorta bug report either so I have no idea what is going on.

This issue only started today as well.
Kyrox 10 Feb 2022 @ 3:24pm 
Is there any way to just add this to floors architect tab instead of having it with it's own category?
Thundercraft 15 Agu 2021 @ 11:04am 
I was going to try to download the slightly older version from your GitHub, before the August 13 update that removed filth generation, because I wanted some filth. (I guess you could say that I like it dirty. :P) But I discovered that your GitHub only contains the latest update and does not contain actual releases...
permarust  [pembuat] 15 Agu 2021 @ 5:08am 
Well, this has been a feature that has been requested since I published it. One problem I see with allowing some filth to generate is that the pawns will start to clean dirt from the dirt path which doesn't seem realistic either.
Thundercraft 15 Agu 2021 @ 12:27am 
So the last update removes all filth generation entirely? Not even a little bit could have been left in?

I would agree that paths should generate less filth than natural terrain, such as dirt, marshy terrain and mud. A path is compacted, with less loose material, and likely rather dry. But...

I do not think it makes sense that a dirt path or sand path would generate absolutely no filth at all. In real life, walking down a dirt path and then walking straight into one's house to the carpeted living room is frowned upon unless one wipes their shoes off on the welcome mat first.

Or is this another case where quality of life and such trumps even a semblance of realism?
Skele₊ 13 Agu 2021 @ 8:20am 
Awesome, love that!
Had a check with 4 times speed in an old base that used these almost everywhere and just seeing how my roads did, love it a lot!
permarust  [pembuat] 13 Agu 2021 @ 5:33am 
Update: Removed filth generation using the new stat, filth multiplier. Thanks Arnovitz for pointing it out!
Skele₊ 7 Agu 2021 @ 3:54am 
No they dont
Infact it works great as a cave floor with some mods that add extra mushrooms Etc.
Bidibits 7 Agu 2021 @ 3:05am 
does plants grow in the path?
permarust  [pembuat] 6 Agu 2021 @ 1:20am 
That sounds interesting! Ill check it out when I am back home (sometime next week)
Arnovitz 4 Agu 2021 @ 8:24pm 
Just checking in. Could the new "filth multiplier" stat help reduce the dirt on dirt problem? For example, the straw matting tile is set to 5% while most tiles are 100%.
Heckerpecker 29 Jul 2021 @ 10:40am 
thx mate
permarust  [pembuat] 29 Jul 2021 @ 10:08am 
Update: Added Desire Paths support to this mod so you don't need the extra patch anymore.
dia0x00 23 Jul 2021 @ 5:50pm 
I don't know if this is intended behavior, but paths (at least the dirt one) override terrain affordance. ngl it was useful, but probably a bug
Heckerpecker 24 Mar 2021 @ 11:58am 
Pls can you make that it willl work right with Desire Paths?
Skele₊ 2 Jan 2021 @ 8:09am 
Bit weird that these get filth on it.
Would almost think it should only get blood, mud and anything that looks natural on it, no?
Caley 10 Okt 2020 @ 9:53am 
Great mod. Awesome way to designate buildable terrain in the swamps while also keeping it free of any vegetation.
Yezus 2 Okt 2020 @ 11:23pm 
does this work like natures pretty sweet where if colonists just walk a certain route enough times a path is made?
Draegon1993 19 Sep 2020 @ 9:12pm 
I even have it on the suggested mods list for use with Biomes! :D
Draegon1993 19 Sep 2020 @ 9:12pm 
Hey! This mod is great and I honestly adore that it exists. It's perfect for more primitive or nature-friendly colonies.
MasterOfBacon 3 Sep 2020 @ 1:27am 
does this work with multiplayer?
Jegol 15 Agu 2020 @ 10:20am 
Just gotta say, I find myself always needing this mod on new saves. Thank you!
permarust  [pembuat] 6 Agu 2020 @ 4:34am 
@Fluffy Thank you for taking the time to add this! I do have some questions although I'm not sure what your tag is on discord, I sent you a friend request on steam. :steamhappy:
Fluffy 5 Agu 2020 @ 3:00pm 
Hey, just getting back to you about compatibility with Desire Paths. I've added a DefModExtension that should allow you to specify your paths to be used as the generated paths for specific terrains. It's not ideal, but it's a start.

Have a look at the patch file for Ice terrain, you should basically be able to copy/paste that with some edits. Feel free to reach out to me (I might respond faster on Discord) if you want me to change anything else.
permarust  [pembuat] 1 Jun 2020 @ 5:09am 
Hello everyone, I've been trying to figure out how to stop filth generation, but it seems like it's not possible. Both <filthAcceptanceMask> and <filthGenerated> results in errors. You can try and think of it as path maintenance (E.g. removing twigs and leaves that have fallen from trees) for now until I figure out how to fix it.
@TerraggosaurusRex, @SpaceMilk, @Arnovitz, @SquirrelWizard
TerraggosaurusRex 26 Mei 2020 @ 8:01am 
@RadZerp - To stop floor paths from accepting 'natural' filth filthAcceptanceMask needs to be set (to adjust the FloorBase default of allow all). Tested GitHub pull request provides example.
< blank > 6 Mei 2020 @ 11:32am 
Agree with Arnovitz. Would be nice if dirt paths weren't affected by filth, just seems weird. Otherwise, this is a fantastic mod.
Arnovitz 13 Apr 2020 @ 9:52pm 
These look great, the only minor problem is that filth/dirt tracks on them, so sometimes I have to clean the dirt off my dirt paths.
Videogameplayer 17 Mar 2020 @ 2:13am 
@murky just search 'change map edge limit' and you'll find a mod for that
permarust  [pembuat] 13 Mar 2020 @ 1:45am 
@murky (mic broke) I'm not able to work on any of my mods atm since my country is under lockdown and my computer with all of my relevant programs is at my other place. I'd recommend trying out dev mode and the 'set terrain' mode.