RimWorld

RimWorld

Perfect Pathfinding
246 Comments
看小黄书的童谣 25 Sep @ 12:53pm 
O7
Kush1Push1 17 Sep @ 5:38am 
о7
night 26 Jul @ 8:33am 
o7
x500 20 Jul @ 3:36pm 
o7
Morrneyo 17 Jul @ 10:19am 
o7
Maxxmillian 15 Jul @ 11:52pm 
o7
Kid Lemongrab 15 Jul @ 10:33pm 
o7
Copper Boltwire 15 Jul @ 3:34pm 
o7
Anon 8 Jul @ 10:25am 
Thank you for your service
nick1wasd 5 Jul @ 2:30pm 
o7
Alison 13 Jun @ 8:20pm 
o7
Lobanych 12 Jun @ 2:50am 
O7
Mantazzo 2 May @ 5:51am 
Slight update - I posted an update for version 1.5, this is by no means official, so if the dev would like for it to be taken down, then fair enough. But, for the time being, you can use my version to have it working correctly. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3474403869
Mantazzo 28 Apr @ 5:45pm 
Alright, so, considering that the Source Code was included with the mod, I decide to have a look to see if I can fix it somehow.
First and foremost, it couldn't be compiled due to different .NET Framework versions - I fixed that for myself (change from 4.7.2 to 4.8).
Secondly, there was an issue in the code. After analyzing the game code, it seems that the method on line 146 in "EnvironmentPatch.cs" file should now be called "GroundGlowAt" and NOT "GameGlowAt" - seems to be a game change.
After adjusting the method name, I successfully compiled a new assembly file for 1.5 and pathing (and mod) now seems to work as intended on 1.5.
If someone is willing to do this, they can do the adjustments, compile the mod and upload it to Workshop as a "temp" fix. I could probably do this myself, if nobody will be willing to do so.
Няшко 18 Jan @ 12:08am 
at least may help optimize base routes
still waiting update
Няшко 18 Jan @ 12:07am 
may be [KV] Path Avoid can help better pathfinding . but it need manual work
The Viral Divinity 3 Jan @ 4:58pm 
Sucks too because the only other pathfinding mod is "Clean Pathfinding", and that literally just makes colonists path in the cleanest route, not the best or fastest, this is the only mod that actually does that.
The Viral Divinity 1 Jan @ 12:36am 
Most conditions it seems to work fine, but with enough mods or ones that change certain parts of the game, the mod just flat out breaks.
The Viral Divinity 1 Jan @ 12:35am 
Yeah, I don't think this mod is actually 1.5 Compatible guys.

Like some of the other people are saying, there are clearly bugs that don't trip the error log, as I've had pathfinding like it shows in the example screenshots for the "before", even with the mod, so something changed in the pathfinding between 1.4 and 1.5.
Greymalkin 17 Dec, 2024 @ 5:13am 
There seem to be mixed reports here about 1.5 compatibility, and an excellent but unanswered question about pathing behavior for Sanguaphages and light. Does anyone actually have answers, or dived the code looking for them?
Dyspeptic Icarus 11 Dec, 2024 @ 7:56am 
I'm pretty sure there's hidden bugs that aren't triggering errors, especially with all the new mods that adjust pathing in some way.

In the past, I was able to get it to nearly always walk on paths I build. Now they actively walk off ~10-25% of their time before getting back on path.

Perhaps a processing issue.
TheNamelessOne 29 Oct, 2024 @ 9:28am 
Godsend of a mod.
Skrip 16 Oct, 2024 @ 10:41pm 
Working great for me in 1.5. I have about a dozen mods
ProfZelonka 23 Sep, 2024 @ 10:22pm 
Weird pathing behavior, not sure this works in 1.5 all the time? Could be wrong, I'm pairing it with other mods so.. but others are all 1.5 official
ShinUon 13 Sep, 2024 @ 1:55pm 
Does this actually work correctly in 1.5?

I am seeing this message on main menu load:

Error in Perfect Pathfinding, assembly name: PerfectPathing, method: EnvironmentPatch:TicksPerMove_tile, exception: System.MissingMethodException: single Verse.GlowGrid.GameGlowAt(Verse.IntVec3,bool)
Life's Protagonist 20 Jun, 2024 @ 11:30pm 
Dirt avoidance is a sensible, yet somewhat counterintuitively dirtier end result on account of pawns traveling without dirt will still make trash, which is even worse for beauty. Nice mod!
Mlie 26 May, 2024 @ 12:45pm 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2599504692
pikachu12999 24 May, 2024 @ 12:31pm 
for the part where pawns move slower and avoid dark places what about pawns that prefer the dark via ideoligon or some other reason? would it remain the same or would the inverse be true where they avoid light and are slowed by light?
Tam 6 May, 2024 @ 7:13am 
Works fine with 1.5
Anon 6 May, 2024 @ 5:13am 
Have been using it for a while in 1.5 without issues
right 2 May, 2024 @ 2:45am 
Pawns may get stuck when used in version 1.5.
missionz3r0 24 Apr, 2024 @ 4:54pm 
For folks asking for 1.5, you can just load it despite the warning. It works fine for me thus far.
JeBo80 21 Apr, 2024 @ 2:38pm 
1.5 please
Eventide 15 Apr, 2024 @ 2:05pm 
1.5 update would be very nice and appreciated. I can't stand the pathfinding without this mod. The examples in the pictures explain it all really.
Ramie 14 Apr, 2024 @ 12:00am 
I've been appreciating this mod for quite a while now and hope that it will be updated to 1.5. Thanks, JisPichi! :)
Onikage-056, God of Animatronics 12 Apr, 2024 @ 8:30am 
@hottt3 Pawns avoid water by default, I honestly don't believe any mod out there specifically changes that one spot of code.
bananapantsu88 11 Apr, 2024 @ 4:13pm 
This needs a crucial 1.5 update pls
Pos 4/5 9 Apr, 2024 @ 2:33am 
Is this updating to 1.5? It's great!
LZIM 2 Jan, 2024 @ 9:20pm 
hoping this mod works as described without too much performance impact because if it does then it needs to be in vanilla
Nyx (She/Her) 2 Jan, 2024 @ 9:11am 
Pathfinding Framework exists as well now, allowing pawns to move in all sorts of fun edge-case speeds
hottt3 21 Oct, 2023 @ 11:23pm 
Thanks for the mod! Concerning movement on water. Now there's a lot of genes, even water oriented races that have considerable boosts to movement on water. Like https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3026235711 . I also have an impression that my pawns who have movement bonus on water are trying to avoid water.
polios3 1 Sep, 2023 @ 11:17pm 
ok, thx. maybe it's good idea to make in mod settings some "preferred terrain" , maybe some auto-generated list of surfaces available in the game, from which you choose 1 or several that should be considered "faster" in the calculations, or even more universally, perform for each Pawn Once (and with each change of genes) the calculation of the costs of each type of surface. For example, in Alpha Genes we have wings that allow you to skip all movement costs. But it's your mod, you know how it's working, and what is best.
JisPichi  [author] 1 Sep, 2023 @ 5:37pm 
I'll look into it, but no promises it happens anytime soon
polios3 31 Aug, 2023 @ 10:15pm 
Goji's Fantasy Race: Merren, it's just Xenotype mod that have few custom Genes that make's you faster in water.
JisPichi  [author] 31 Aug, 2023 @ 3:03pm 
What mod makes your pawns go faster in water?
polios3 30 Aug, 2023 @ 2:33am 
i need Pathfinding where My Pawns will be walking on shallow water (move speed buff in water) :(
G~ 22 Aug, 2023 @ 11:54am 
I really appreciate the call out to Clean Pathfinding in the description. I took a look at it and I actually think I'll be using that one instead, but I'm leaving a like on this page for the well made mod and the honesty in sharing good info.
codeoptimist 21 Aug, 2023 @ 12:06pm 
@ShinUon, the "vanilla" setting of WYU doesn't use pathfinding at all. The other two do, and probably work fine with this mod since I don't implement it in any special/weird way, AFAIK.
ShinUon 20 Aug, 2023 @ 2:27am 
I am using While You're Up / PUAH+.

Is this mod compatible with it? Do I need to set the pathfinding algorithm on PUAH+ to vanilla?
Teamson 12 Jul, 2023 @ 9:16am 
Thank you for the FAQ considering Clean Pathfinding. This means a lot!