RimWorld

RimWorld

Skipdoor Pathing (Unlimited)
154 kommentarer
Gerusz For 17 timer siden 
@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. kl. 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. kl. 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. kl. 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. kl. 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  [ophavsmand] 28. nov. kl. 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  [ophavsmand] 28. nov. kl. 14:08 
@Gary Oak Disabled teleportation for loading to vehicle jobs

@Gerusz VPE already has that setting
Gerusz 28. nov. kl. 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. kl. 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  [ophavsmand] 26. nov. kl. 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
Morcalvin 25. nov. kl. 23:23 
Is the reason you can’t use skipdoor to path to enclosed spaces balance related or is it just something in the code that prevents it from working?
SchnawserHauser 25. nov. kl. 0:40 
I think you're right. I just wish there was a "Clean Mod Info" option in stuff like that.
SchnawserHauser 25. nov. kl. 0:39 
no, not enabled. Loading the save and deleting the portal before flying home fixed the glitches, so it has to do with a portal left in an abandoned "colony"
DCSzar  [ophavsmand] 24. nov. kl. 23:58 
I mean like destroyed by your ship*
DCSzar  [ophavsmand] 24. nov. kl. 23:57 
@SchnawserHauser Do you have a mod that lets you land back where you previously were? Maybe existing portals were "destroyed" but not counted as being destroyed by VPE's portal world component?
SchnawserHauser 24. nov. kl. 23:51 
Remaking portals did nothing
SchnawserHauser 24. nov. kl. 23:47 
The gravship portal was the only one in the extra space colony, and there was no anchor, meaning the colony was destroyed when I flew home. wondering if remaking portals will help
SchnawserHauser 24. nov. kl. 23:44 
Did not fix.
SchnawserHauser 24. nov. kl. 22:29 
hmm... Glad to know it was a heisen-bug. Hopefully disabling, loading save, saving, re-enabling and loading again will reset it.
DCSzar  [ophavsmand] 24. nov. kl. 21:36 
@SchnawserHauser Couldn't recreate it.

Test 1: I tried starting from space and set up a portal both inside and outside the ship, then tested back down on the ground.

Test 2: Started from the ground and made a portal inside the ship and outside, went to an asteroid to set up a portal there and test there as well. Went back to the ground and tested again.

Each test, I tried playing it out with both just one portal and multiple portals, the portals never broke for me. I had 300 mods installed.

The only way I could get them to teleport to the bottom left of the map is to surround the end portal with trees and forcibly draft them to use the teleporter (This is VPE's functionality, not this mod's)
DCSzar  [ophavsmand] 24. nov. kl. 20:22 
@SchnawserHauser gonna investigate it rn
SchnawserHauser 24. nov. kl. 20:20 
Context for massive bug: Had just returned from an asteroid I spent enough time on that my colonists decided to name it as a settlement. There was only one portal in that zone (the one on the grav ship) and as soon as I returned, ALL portal jumps led to the bottom left corner of the map, where there is NO PORTAL.
SchnawserHauser 24. nov. kl. 20:13 
MASSIVE BUG
Colonists teleporting to the bottom rleft corner of the map with NO portal there. Essentially save-bricking.
DCSzar  [ophavsmand] 23. nov. kl. 22:50 
@Karmasviel That's what the throttling does. It's set to 60 ticks (1 second cooldown). But if you're playing in 2x or 3x speed this'll seem like no time at all. I've seen it happen too, but it's really likely they're just cleaning the floor from dirtying it after using the portals. There's no signs that point to any other reason or bug.

If you really want for this not to occur, try adding "Cleaning" to the jobdef blacklist in the settings
Karmasviel 23. nov. kl. 21:18 
I'm getting a strange thing happening occasionally where people will rapidly skip back and forth between two doors. I'm not 100% sure why, but I think it has something to do with the portal being right next to a stockpile and the job being close to another portal. Could you put a check for portal use so they will not use a portal if they've used it in the last few frames? Currently it looks like they skip back and forth almost every frame so the check wouldn't need to be very long.
Random Tank 23. nov. kl. 8:35 
Ah I didn't have an option, probably was on previous version, apologies.
DCSzar  [ophavsmand] 22. nov. kl. 17:49 
@RandomTank It is, try retoggling the setting if you already updated the mod just to be sure
Random Tank 22. nov. kl. 17:43 
Yeah mine aren't using it, when colonists are. Could it just be optional?
DCSzar  [ophavsmand] 22. nov. kl. 11:40 
@Random Tank
The settings there mainly for performance, but if a slave can portal their way to escape it could also be kind of hard to catch them

They're enabled to use them by default, unless the guest setting is disabling them somehow, gonna take a look.
Random Tank 22. nov. kl. 9:41 
How come you disabled skipdoors for slaves? I get guests, but what was wrong with slaves?
Gentleman2020 22. nov. kl. 7:30 
hero!!!
-=GoW=-Dennis 22. nov. kl. 0:49 
Thanks for investing so much time to iron out problems, you are making the day of some people.
LarryLazerSkates 21. nov. kl. 14:38 
Thank you for making the mod!
SchnawserHauser 20. nov. kl. 21:47 
happy to be of service!
DCSzar  [ophavsmand] 20. nov. kl. 20:12 
@SchnawserHauser I knew about that issue, but I thought it only applied to carried pawns so I only disabled it for hauling pawns to shuttles. Gonna disable teleportation for "HaulToTransport" entirely
SchnawserHauser 20. nov. kl. 20:02 
I found another behavior it dislikes. Adding fuel to the cargo of a shuttle, the pawns just drop the fuel after exiting a portal used en-route. The portal IS on a gravship, but the gravship is on the same map as the fuel source.
Aeternum 20. nov. kl. 14:54 
My reaction upon seeing this mod:
Yes YEEEES!
Praise you my good man.
DCSzar  [ophavsmand] 20. nov. kl. 13:49 
@SchnawserHauser I removed the complex jobs setting since the only reason I added them was because a bunch of modded tick trackers were incompatible with the old teleportation. Most jobs are enabled now w/o any errors including cooking even if you have mods like variety matters
SchnawserHauser 20. nov. kl. 12:09 
I'm re-adding it to the list! Did the ritual update also fix the cooking thing? Or should I leave the complex jobs disabled? It would just save me a few portals, so it's manageable without.
DCSzar  [ophavsmand] 20. nov. kl. 11:50 
@Dinomyte Made a typo on previous response, it's compatible, you should use it. No problems with domestic or cross-map delivery
Dinomyte 20. nov. kl. 5:40 
will something like Skipdoor Delivery be made compatable or even something like this mod integrated into this mod one day? i cant play without that mod qwq
DCSzar  [ophavsmand] 20. nov. kl. 1:37 
It should be compatible with most mods now, I made teleportation not depend on respawning pawns. This should fix every error that happens post teleportation.

@SchnawserHauser lol yeah, trying to get pawns to carry each other through portals had me tweaking
SchnawserHauser 19. nov. kl. 22:05 
You're awesome. Take your time. I know enough about code to know it hurts until it works. Then it hurts in a way you didn't think it would. Then someone else finds a way to hurt it. I refactored storage to use Delivery for a little while, but I'm for sure coming back when that update drops. :3
DCSzar  [ophavsmand] 19. nov. kl. 21:50 
@SchnawserHauser working on a big change, the version I'm testing allows for every job including rituals (minus roping)
SchnawserHauser 19. nov. kl. 21:46 
Cooking specifically
SchnawserHauser 19. nov. kl. 21:46 
does the latest version allow complex jobs? or is that gonna stay a no go?
Awan 19. nov. kl. 20:12 
Hero
jaeger972 19. nov. kl. 5:30 
thank you :)
Kimo' 19. nov. kl. 3:30 
Thank you for your work and you continued support, this mod is a life changing
VitaKaninen 19. nov. kl. 3:28 
No worries. By the time you are using skipdoors, you will probably have more than one person in the colony, so you can set the other person to do wardening at a low priority as a workaround.