RimWorld

RimWorld

AutoBlink
Showing 1-10 of 11 entries
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Update: 19 Aug @ 7:29pm

[Auto-generated text]: Update on 8/20/2025 11:29:32 AM.
Changed the minimum distance check for executing a blink from straight-line distance to path node count.
Even in cases where the destination looks close but actually requires a long detour around obstacles (like behind a long wall), the jump will now work correctly.

Update: 24 Jun @ 3:15pm

[Auto-generated text]: Update on 6/25/2025 7:15:23 AM.

Update: 23 Jun @ 1:53am

[Auto-generated text]: Update on 6/23/2025 5:53:00 PM.
Changed to allow PassThroughOnly cells as well (to handle edge cases where pawns could get stuck in an infinite teleport loop)
Gizmo is now hidden for downed or mentally broken pawns

Update: 14 Jun @ 9:20am

[Auto-generated text]: Update on 6/15/2025 1:20:32 AM.
Added new properties:
・drawGizmo
・allowedJobDefs
・defaultAutoBlinkDrafted
・defaultAutoBlinkIdle

Changed the gizmo behavior:
・Left-click to teleport directly
・Right-click to toggle
・Shift + right-click to open the detailed settings window

With this, the stable version is complete for now. Unless bugs are found, there will be no further updates for 1.5.

Update: 12 Jun @ 3:18pm

[Auto-generated text]: Update on 6/13/2025 7:18:25 AM.
Preliminary support for 1.6
Removed Harmony from the required items after realizing it wasn’t actually being used. I’ve gotten into the habit of including Harmony by default—but hey, we all do that?
Reduced the volume of the SoundDef

Update: 11 Jun @ 8:40pm

[Auto-generated text]: Update on 6/12/2025 12:40:08 PM.
Add properties
gizmoLabel
playerFactionOnly
Add "Jump As Far As Possible" toggle to the settings window
Preparations for 1.6 compatibility (LoadFolders.xml)

Update: 10 Jun @ 3:20pm

[Auto-generated text]: Update on 6/11/2025 7:20:52 AM.
Support for HediffDef and GeneDef

Update: 7 Jun @ 10:29pm

[Auto-generated text]: Update on 6/8/2025 2:29:33 PM.

Update: 7 Jun @ 1:46pm

[Auto-generated text]: Update on 6/8/2025 5:46:53 AM.

Fixed an issue where pawns would get stuck after teleporting if their job targeted an unreachable cell, such as a blueprint under a wall.

Update: 6 Jun @ 5:48am

[Auto-generated text]: Update on 6/6/2025 9:48:00 PM.