边缘世界 RimWorld

边缘世界 RimWorld

Foot Traffic Heatmap
35 条留言
Korvon 9 月 22 日 下午 1:06 
had a weird time getting this to work again. had to reinstall it and restart my mod organizer and rimworld 9 to 10 times. i dunno where i messed up in all that but it's finally alive again.
missionz3r0  [作者] 8 月 13 日 上午 9:40 
@David Baguetta

Interesting. I'll have to play around with that a bit, see if I can't replicate the issue.
David Baguetta 8 月 13 日 上午 4:35 
Thank you a lot for the 1.6 Update, i love this mod!
Using this with odyssey i am experiencing an issue where if some of my colonists take a gravship to a different tile on the planet, the foot traffic heatmaps from both of those colonies will always both be visible when the overlay is enabled. When i select a colonist from one of those locations to filter out the other colonists foot traffic, all the foot traffic of the other colony will still show. No idea how hard this is to fix, but i thought i'd mention the issue here. (FYI, i enabled this mod into an existing save, maybe it will fix itself once my gravship travels somewhere else, i will update the comment in that case)
GeneralTso 8 月 11 日 下午 4:58 
nevermind i fixed it by unsubbing and resubbing. I think there might be something wrong with my internet connection maybe
GeneralTso 8 月 11 日 下午 4:56 
my rimpy shows this as version mismatch. did you potentially forget a flag or something or should i assume my install is somehow corrupted
missionz3r0  [作者] 8 月 10 日 下午 3:54 
@PolarBear If you figure out what mod is causing the issue, I'll make sure to add a "loadafter" for it.
PolarBear 8 月 10 日 上午 11:13 
Posting in case someone else has a similar issue: I tried this mod after 1.6 update, and when clicking the foot button, the heat-map did not appear (visually). Had to bring the mod pretty low in my load order before it worked. Can't say yet which mod was conflicting...
mxfrogx 8 月 8 日 上午 10:12 
thank you
missionz3r0  [作者] 8 月 8 日 上午 9:05 
There we go. Got this updated to 1.6.

Sadly didn't have enough time to do all the updates I wanted, but this should tide us over for 1.6 at least.
mxfrogx 7 月 29 日 下午 11:41 
please update the mod for 1.6
Korvon 7 月 21 日 下午 12:30 
glad it will be getting an update was trying to find my traffic map button and realized this was missing
DangerousDan1 7 月 20 日 下午 6:21 
I too am eagerly waiting. I like to use this mod.
cykonetic 7 月 20 日 上午 5:05 
Awesome. Eagerly waiting.
missionz3r0  [作者] 7 月 13 日 上午 7:40 
@KWJelly yes, I intend to update it for 1.6
KWJelly 7 月 12 日 上午 8:36 
Any plans to update for 1.6? Always find this mod handy when I'm building paths around my colony
missionz3r0  [作者] 2024 年 8 月 6 日 下午 12:46 
@RedPine and @Church.exe

I'm gonna quote myself from a comment I made to a similar question on performance.




To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.

There's a few other notes too.

Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked
missionz3r0  [作者] 2024 年 8 月 6 日 下午 12:44 
@Delmain

Thank you for the fix! Should be published now.
Church.exe 2024 年 8 月 3 日 上午 5:02 
does anyone know how performance-impacting this mod is? This seems like the sort of mod that could either have zero overhead or tons of overhead depending on how rimworld tracks colonist movement by default. (and how it needed to be tweaked to enable a heatmap of it)
Timou 2024 年 7 月 29 日 上午 1:51 
Must Have Mode. Thank you:Gifting:
Nothingness_1w3 2024 年 6 月 13 日 上午 6:35 
amen
Delmain 2024 年 6 月 11 日 下午 7:58 
Hey mission, thanks for updating this to 1.5. I found an issue that came up when multiple colonists left my map at once (a refugee event ended and 3 colonists left). It's inside "RemoveInvalidPawns". I sent a PR on Github with some more details in it.

https://github.com/missionz3r0/FootTrafficHeatmap/pull/1
selest19 2024 年 5 月 27 日 上午 9:01 
@Roza Zərgərli banditcamp.com the mod adds a indicator in the bottom right that can be toggled to show a map of where pawns travel the most, it records pawns positions and then translates that into colored tiles (the grid). overall the mod does little actively but when designing a bases pathways to stuff like a kill box or just defenses it can help make your pawns faster by paving the routs they take or optimizing your farm to freezer pathways or recreation to work
Vladimir Lenin @bandit 2024 年 5 月 27 日 上午 8:15 
what u can do with this mod? can someone explain me?
RedPine 2024 年 5 月 22 日 下午 12:57 
What's the performance impact? Can the features (and performance hit) of the mod be disabled without uninstalling the mod?
The Blind One 2024 年 5 月 20 日 上午 7:51 
This seems like a more expansive version of:

Path Overlay
TheNextGuy 2024 年 5 月 8 日 上午 1:33 
This is so tight, great work!
missionz3r0  [作者] 2024 年 5 月 7 日 下午 8:28 
@selest19
I do not believe it affects animal pathing, but I can double check.
selest19 2024 年 5 月 7 日 上午 3:26 
does this have a animal footprint?
LZIM 2024 年 5 月 6 日 上午 6:18 
@surefirecure

For this there is also the Path Avoid mod so you can.. force desire paths and also keep pawns from treading where they should not
surefirecure 2024 年 5 月 6 日 上午 6:02 
oooooh now i can make desire paths without screwing up my crops. thanks for this!
babyblue 2024 年 5 月 6 日 上午 5:46 
do i recon correctly that this does not work when you're playing on more than one tile? for me it puts tracks from all tiles into one single overlay?!
missionz3r0  [作者] 2024 年 5 月 5 日 上午 11:08 
@Vulkandrache
Nah.

To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.

There's a few other notes too.

Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked
LZIM 2024 年 5 月 5 日 上午 11:02 
lets find out
Vulkandrache 2024 年 5 月 5 日 上午 10:58 
Would this not tank an insane amount of perfomance?
TracerFoxTEK 2024 年 5 月 5 日 上午 10:45 
Yay! Calculon's back!