边缘世界 RimWorld

边缘世界 RimWorld

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Pathfinding Avoidance
   
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Mod, 1.6
文件大小
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1.990 MB
7 月 20 日 上午 1:46
9 月 20 日 上午 9:01
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Pathfinding Avoidance

在 llunak 的 1 个合集中
llunak's RimWorld mods
17 件物品
描述
Make pawns try to avoid certain areas, such as filth-generating terrain or configured doors.

Description
In vanilla game, pawns do not mind walking through a freezer, other pawn's bedroom, or cutting a corner of a paved path. This mod implements the following features:
  1. Filth avoidance - All terrain that generates filth will be perceived as more costly to walk and pawns will try to avoid them if a clean path is nearby.
  2. Door avoidance - Each door can have a priority set. Pawns will try to avoid using 'Side Door' doors, and will use 'Emergency Door' doors only if it is the only way or the alternative is very costly.
  3. Weather avoidance - If the current weather causes movement or mood penalty, pawns will try to avoid unroofed cells.
  4. Area avoidance - If allowed areas named (exactly) "Path Avoid Low", "Path Avoid Medium" or "Path Avoid High" exist, these areas are perceived as more costly to walk. These areas cannot be assigned to in the Schedule/Animals/Mechs tabs.
  5. Growing zone avoidance - Growing zones will be perceived as more costly to walk and pawns will try to avoid them.
  6. Room avoidance - Visiting friendly pawns (such as trade caravans) will try to avoid colony rooms; indoor rooms more than outdoor ones.
(Features 1. and 2. match the non-performance features 'clean feet' and 'doorpathing' from the Clean Pathfinding 2 mod. Feature 3. is similar to the functionality of the Path Avoid mod.)

These rules apply only to non-animal colonists or non-hostile visitors. Certain exceptions apply,
such as being drafted, in mental state, bleeding severely, doing emergency work, fighting, fleeing, etc.

Performance:
Pathfinding code in 1.6 is well-designed with regards to performance, with extensive caching and reusing of data, greatly reducing the need to update pathfinding data. This mod is designed to be cheap, with its performance impact being insignificant. Moreover changing settings to use 0 cost disables related parts of the mod. If you encounter a case when the performance impact is noticeable, please file a bugreport.

Supported mods:

Notes

You may want to subscribe to the low-traffic announcements pinned conversation. If you want to report a bug, please do so in the relevant pinned conversation.

GitHub: https://github.com/llunak/rimworld-pathfindingavoidance
热门讨论 查看全部(2)
0
7 月 20 日 上午 1:56
置顶: Bugreports
llunak
53 条留言
TAW | Shadow_Beetle 10 月 27 日 下午 12:47 
is recomended to touch the settings to increase workspeed?
Inquisitor 10 月 14 日 下午 11:27 
at first it seemed to make 0 difference. but cranking the costs in the settings makes it work as one would expect it to
Cat Princess 10 月 11 日 上午 4:40 
Is it compatible with long modlists with mods like raiders ai and common sense and such?
Good Old Jim 10 月 1 日 上午 7:24 
I jusr decided I needed it bad enough to risk and and it seems to take without a hitch and Im running over 150 mods so I feel like its a pretty safe bet you could add "Safe to add mid-save"
Good Old Jim 10 月 1 日 上午 4:48 
Is this safe to add mid save, I didnt realize this mod existed before I started and Im having a heck of a time keeping my regular pawns from trekking through my medieval fridge (like a normal fridge but harder to keep cold so I DO NOT need an army marching through it to shave .86 seconds off their travel time.
llunak  [作者] 9 月 29 日 上午 1:19 
@Nick Pride Yes, everything applicable stacks.
Nick Pride 9 月 29 日 上午 12:57 
does path cost for area avoidance stack? for example if i have medium and high areas partially overlapping with each other - will overlapped bits cost even more?
Azazol Validus 9 月 22 日 上午 8:12 
@Crazyblot Do you have a mod author for the dynamic areas mod? Thank you.
llunak  [作者] 9 月 11 日 下午 10:47 
@EthanTBNR No, it's always just increasing the perceived cost.
EthanTBNR 9 月 11 日 下午 8:47 
is there a way for a preferred path for pathing zones?