RimWorld

RimWorld

Perfect Pathfinding
246 kommentarer
看小黄书的童谣 25. sep. kl. 12:53 
O7
Kush1Push1 17. sep. kl. 5:38 
о7
night 26. juli kl. 8:33 
o7
x500 20. juli kl. 15:36 
o7
Morrneyo 17. juli kl. 10:19 
o7
Maxxmillian 15. juli kl. 23:52 
o7
Kid Lemongrab 15. juli kl. 22:33 
o7
Pewter HailStorm 15. juli kl. 15:34 
o7
Anon 8. juli kl. 10:25 
Thank you for your service
nick1wasd 5. juli kl. 14:30 
o7
Alison 13. juni kl. 20:20 
o7
Lobanych 12. juni kl. 2:50 
O7
Mantazzo 2. maj kl. 5:51 
Slight update - I posted an update for version 1.5, this is by no means official, so if the dev would like for it to be taken down, then fair enough. But, for the time being, you can use my version to have it working correctly. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3474403869
Mantazzo 28. apr. kl. 17:45 
Alright, so, considering that the Source Code was included with the mod, I decide to have a look to see if I can fix it somehow.
First and foremost, it couldn't be compiled due to different .NET Framework versions - I fixed that for myself (change from 4.7.2 to 4.8).
Secondly, there was an issue in the code. After analyzing the game code, it seems that the method on line 146 in "EnvironmentPatch.cs" file should now be called "GroundGlowAt" and NOT "GameGlowAt" - seems to be a game change.
After adjusting the method name, I successfully compiled a new assembly file for 1.5 and pathing (and mod) now seems to work as intended on 1.5.
If someone is willing to do this, they can do the adjustments, compile the mod and upload it to Workshop as a "temp" fix. I could probably do this myself, if nobody will be willing to do so.
Няшко 18. jan. kl. 0:08 
at least may help optimize base routes
still waiting update
Няшко 18. jan. kl. 0:07 
may be [KV] Path Avoid can help better pathfinding . but it need manual work
The Viral Divinity 3. jan. kl. 16:58 
Sucks too because the only other pathfinding mod is "Clean Pathfinding", and that literally just makes colonists path in the cleanest route, not the best or fastest, this is the only mod that actually does that.
The Viral Divinity 1. jan. kl. 0:36 
Most conditions it seems to work fine, but with enough mods or ones that change certain parts of the game, the mod just flat out breaks.
The Viral Divinity 1. jan. kl. 0:35 
Yeah, I don't think this mod is actually 1.5 Compatible guys.

Like some of the other people are saying, there are clearly bugs that don't trip the error log, as I've had pathfinding like it shows in the example screenshots for the "before", even with the mod, so something changed in the pathfinding between 1.4 and 1.5.
Greymalkin 17. dec. 2024 kl. 5:13 
There seem to be mixed reports here about 1.5 compatibility, and an excellent but unanswered question about pathing behavior for Sanguaphages and light. Does anyone actually have answers, or dived the code looking for them?
Dyspeptic Icarus 11. dec. 2024 kl. 7:56 
I'm pretty sure there's hidden bugs that aren't triggering errors, especially with all the new mods that adjust pathing in some way.

In the past, I was able to get it to nearly always walk on paths I build. Now they actively walk off ~10-25% of their time before getting back on path.

Perhaps a processing issue.
TheNamelessOne 29. okt. 2024 kl. 9:28 
Godsend of a mod.
Skrip 16. okt. 2024 kl. 22:41 
Working great for me in 1.5. I have about a dozen mods
ProfZelonka 23. sep. 2024 kl. 22:22 
Weird pathing behavior, not sure this works in 1.5 all the time? Could be wrong, I'm pairing it with other mods so.. but others are all 1.5 official
ShinUon 13. sep. 2024 kl. 13:55 
Does this actually work correctly in 1.5?

I am seeing this message on main menu load:

Error in Perfect Pathfinding, assembly name: PerfectPathing, method: EnvironmentPatch:TicksPerMove_tile, exception: System.MissingMethodException: single Verse.GlowGrid.GameGlowAt(Verse.IntVec3,bool)
Life's Protagonist 20. juni 2024 kl. 23:30 
Dirt avoidance is a sensible, yet somewhat counterintuitively dirtier end result on account of pawns traveling without dirt will still make trash, which is even worse for beauty. Nice mod!
Mlie 26. maj 2024 kl. 12:45 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2599504692
pikachu12999 24. maj 2024 kl. 12:31 
for the part where pawns move slower and avoid dark places what about pawns that prefer the dark via ideoligon or some other reason? would it remain the same or would the inverse be true where they avoid light and are slowed by light?
Tam 6. maj 2024 kl. 7:13 
Works fine with 1.5
Anon 6. maj 2024 kl. 5:13 
Have been using it for a while in 1.5 without issues
right 2. maj 2024 kl. 2:45 
Pawns may get stuck when used in version 1.5.
missionz3r0 24. apr. 2024 kl. 16:54 
For folks asking for 1.5, you can just load it despite the warning. It works fine for me thus far.
JeBo80 21. apr. 2024 kl. 14:38 
1.5 please
Eventide 15. apr. 2024 kl. 14:05 
1.5 update would be very nice and appreciated. I can't stand the pathfinding without this mod. The examples in the pictures explain it all really.
Ramie 14. apr. 2024 kl. 0:00 
I've been appreciating this mod for quite a while now and hope that it will be updated to 1.5. Thanks, JisPichi! :)
Onikage-056, God of Animatronics 12. apr. 2024 kl. 8:30 
@hottt3 Pawns avoid water by default, I honestly don't believe any mod out there specifically changes that one spot of code.
bananapantsu88 11. apr. 2024 kl. 16:13 
This needs a crucial 1.5 update pls
Pos 4/5 9. apr. 2024 kl. 2:33 
Is this updating to 1.5? It's great!
LZIM 2. jan. 2024 kl. 21:20 
hoping this mod works as described without too much performance impact because if it does then it needs to be in vanilla
Nyx (She/Her) 2. jan. 2024 kl. 9:11 
Pathfinding Framework exists as well now, allowing pawns to move in all sorts of fun edge-case speeds
hottt3 21. okt. 2023 kl. 23:23 
Thanks for the mod! Concerning movement on water. Now there's a lot of genes, even water oriented races that have considerable boosts to movement on water. Like https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3026235711 . I also have an impression that my pawns who have movement bonus on water are trying to avoid water.
polios3 1. sep. 2023 kl. 23:17 
ok, thx. maybe it's good idea to make in mod settings some "preferred terrain" , maybe some auto-generated list of surfaces available in the game, from which you choose 1 or several that should be considered "faster" in the calculations, or even more universally, perform for each Pawn Once (and with each change of genes) the calculation of the costs of each type of surface. For example, in Alpha Genes we have wings that allow you to skip all movement costs. But it's your mod, you know how it's working, and what is best.
JisPichi  [ophavsmand] 1. sep. 2023 kl. 17:37 
I'll look into it, but no promises it happens anytime soon
polios3 31. aug. 2023 kl. 22:15 
Goji's Fantasy Race: Merren, it's just Xenotype mod that have few custom Genes that make's you faster in water.
JisPichi  [ophavsmand] 31. aug. 2023 kl. 15:03 
What mod makes your pawns go faster in water?
polios3 30. aug. 2023 kl. 2:33 
i need Pathfinding where My Pawns will be walking on shallow water (move speed buff in water) :(
G~ 22. aug. 2023 kl. 11:54 
I really appreciate the call out to Clean Pathfinding in the description. I took a look at it and I actually think I'll be using that one instead, but I'm leaving a like on this page for the well made mod and the honesty in sharing good info.
codeoptimist 21. aug. 2023 kl. 12:06 
@ShinUon, the "vanilla" setting of WYU doesn't use pathfinding at all. The other two do, and probably work fine with this mod since I don't implement it in any special/weird way, AFAIK.
ShinUon 20. aug. 2023 kl. 2:27 
I am using While You're Up / PUAH+.

Is this mod compatible with it? Do I need to set the pathfinding algorithm on PUAH+ to vanilla?
Teamson 12. juli 2023 kl. 9:16 
Thank you for the FAQ considering Clean Pathfinding. This means a lot!