RimWorld

RimWorld

225 ratings
[1.6] Do Not Avoid Fire
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Mod, 1.5, 1.6
File Size
Posted
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221.682 KB
5 Aug, 2024 @ 3:35am
25 Aug @ 1:27am
11 Change Notes ( view )

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[1.6] Do Not Avoid Fire

In 1 collection by 幻想鄉の鵬鵬
AntiHydrogen's RW Mods(1.6)
5 items
Description
A simple mod which make nonflammable pawns never avoid fire when pathfinding.

can safely add/remove in midgame!

recommend go with:

Mechanoids dont beat fire

Unburned
(make mechs don't beat in fight and provide a way to make colonist non flamable)

to be specific:
this patch apply on those pawns with flammability less than 1%, which is the minimum requirement for being able to catch on fire.

============================
how it work under the hood:
When the algorithm is finding a path from the start to the destination , every "step" it took were determined by "cost" of tiles
buildings,terrain,floor,dangerous things and so on , all add various cost to the tile they belong to.
And most importantly,fire,which will add a big cost to tiles.
Bigger cost means less favorable for the algorithm.
It is almost impossible for this algorithm to generate a path going through fire ,and all pawns use the same algorithm in the vanilla.

The main intention of this mod will be "Making algorithm ignore the cost of fire when doing pathfinding for fireproof pawns"
It was achieved by two separate parts.
The first part record the cost of fire when the game is calculating cost for every tiles
The second part will intercept the data about the cost on every tiles ,and then subtract out the cost of fire before it was send to the algorithm when finding path for fireproof pawns.
Popular Discussions View All (1)
1
21 Jun @ 3:25am
Error log
TAWM
91 Comments
幻想鄉の鵬鵬  [author] 25 Aug @ 1:37am 
再一次優化了效能,現在壓力測試下(半張地圖都是火+100隻機械族) 尋路相關的運算在最高倍速時平均只占1~2% ,如果火很少的話只有0點幾%,整體基本不怎麼影響效能了。
幻想鄉の鵬鵬  [author] 15 Aug @ 8:00am 
@小朱 更新好了,你再試試看,理論上現在應該是完全修好了。
小朱 14 Aug @ 9:05pm 
@幻想鄉の鵬鵬 佬,我这个存档必定触发。我来回试了很多次。我建了我的mod合集,名字叫“ZJJ即用合集-精简订阅”。我没法判断是不是mod冲突,您可以扫一眼希望可以帮助您判断。
幻想鄉の鵬鵬  [author] 14 Aug @ 10:51am 
@小朱 這個bug我估計跟1.6尋路算法多線程化有關 目前我無法根除這bug 不過是有辦法降低發生頻率的
你那存檔還很常觸發嗎?
小朱 14 Aug @ 10:05am 
我捏的小人易燃性是0,寻路逻辑类和修改地形类的mod我都关掉过,依然会触发
小朱 14 Aug @ 9:57am 
佬,我遇到了挖完矿石发呆(等待中)的问题了。我开了很多mod,唯独关掉这个就可以不等待,不知道报错信息能不能对您有帮助。

Resolved path returned no nodes, request: ((119, 0, 149) -> Thing_Steel121262 @ (120, 0, 150), OnCell, for 卡尔森)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.Log:WarningOnce (string,int)
Verse.PathFinder:FinalizeRecyclePathJobData ()
Verse.PathFinder:PathFinderTick ()
Verse.Map:MapPreTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
KxistHtosiL 11 Aug @ 11:23am 
@幻想乡の鹏鹏 辛苦你修bug了,现在的确没有问题了,挖了百来格矿都没问题。
ZealStar 11 Aug @ 3:46am 
@幻想鄉の鵬鵬 感謝大佬辛苦修BUG,現在挖礦已經不會發呆了!只有我用的另一個MOD《除頂開採》(Deroof minning)會發呆,但是沒關係了,因為只有我玩洞穴居民的時候才偶爾用一下。:steamhappy:
幻想鄉の鵬鵬  [author] 10 Aug @ 1:55pm 
updated to fix the problem that fireproof pawns get stuck for a while when finished mining.
幻想鄉の鵬鵬  [author] 10 Aug @ 1:50pm 
@KxistHtosiL @咕噜咕噜咕 @ZealStar @Camper
估計是修好了,你們再測看看。
就算沒修好,發生的機率應該也很低了。