RimWorld

RimWorld

[AP] True Asphalt!
26 Comments
AwesomeXav 31 May @ 3:01am 
Spacer (reactive) asphalt? (even faster, but requires a plasteel per tile)
Spacer Piezoelectric asphalt? (Generates electricity when pawns walk on it)
DanP 30 Jan, 2022 @ 7:22am 
@AlexisPopcorn Yes, that was the issue. I figured it out shortly after commenting and meant to come back and either delete my comment or mention it, but somehow I forgot. Sorry for com lag, btw.
Alexis Popcorn  [author] 15 Sep, 2021 @ 5:17pm 
@Dingaling just using vanilla things, traits, and bionics? how much speed do your pawns have (movement in % and in c/s)? how much asphalt flooring do you have? how long is the pathway your pawns want to make?
Death by coughs 15 Sep, 2021 @ 5:08pm 
So, this does indeed have the "too fast" bug with bionics and the like. With speed increasing traits, clothing, and bionics, it makes the two pawns I have stuck in a pathing loop and unable to do anything. No errors in log, but if I draft them and tell them to avoid the asphalt they move fine. The second they have to path on it, the path draws a tonne of strange zigzags hten just stops and they don't move / can't move. Ah well. Removing the floor fixes this issue
Alexis Popcorn  [author] 13 Sep, 2021 @ 5:47pm 
@DanP did you complete the research?
DanP 13 Sep, 2021 @ 5:31pm 
Hey there, I am unable to see the floors at all. When I type "asphalt" in the search box, it highlights the "Floors" button; however, there are not actually any options there. I think I have some extra floors due to DLC. Could that be part of it? Anyway, I thought you would want to know.
sitechaos 8 Sep, 2021 @ 1:50pm 
one issue i can predict you will hear a lot about is an issue with base game performance when any pawn animal etc has a movement or work speed beyond a % the fps and tps drop till the game becomes a slideshow and unplayable
when you get those complaints the only fix ive found is the mod rocketman (fps drops can start as early as 150% with rocketman ive pushed pawn speeds to 600% in 30+ sized colonies with a stable fps over 30) that issue is not your mod its base game and many have tried to fix it so far none have succeeded
sitechaos 8 Sep, 2021 @ 1:50pm 
im using RoM and a mod called perfect pathfinding that may conflict as well as many diff mods that affect pathfinding and pawn stats/speed so i will be able to report any issues eventually however i am playing a mod pack i made (almost 300 mods) that is designed to be slow play not even unlocking the next tech tier until the current is completed so it will be a while till i can find and report any conflicts
(to put it in perspective my colony is almost a 2 years old and the just learned what walls are)
Alexis Popcorn  [author] 8 Sep, 2021 @ 8:19am 
For anyone using the mod I'd like to know if it works just as intended, especially with those mods that affect walk speed or pathfinding or both
SetArk <Nyanverick 07> 8 Sep, 2021 @ 6:22am 
@BlackFranky so.... Rimworld of Magic would be a problem with this i imagine. As there are a lot of classes and abilities that interact with walk speed.
SetArk <Nyanverick 07> 8 Sep, 2021 @ 6:21am 
Spacer\Ultra Tier Flooring -
Glitterfloor ~ It's so pretty that you don't notice how fast the nanomachines are making you walk!
Holofloor ~ (Maybe a SoS companion piece?) Holographic flooring. You're walking in light, so this IS how fast you can go? (Maybe need to be connected to energy to keep working, if un-energized could give a debuff to walking speed?)
sitechaos 8 Sep, 2021 @ 2:09am 
if your still considering making the spacer tier im intrested and personally would love to see tiers beyond spacer
Alexis Popcorn  [author] 6 Sep, 2021 @ 3:55pm 
@BlackFranky that's strange, I tested it with pawns with bionic legs and looks fine...maybe this is due to some sort of the game's limitation, I wouldn't be surprised to find some weird behaviors because of messing around with pathfinding(my mod) and having 2000% move speed
BlackFranky 6 Sep, 2021 @ 1:23pm 
The Mod doesn't work for pawns much faster than normal. I have pawns with 2000% move speed who can't navigate on those paths. They can walk over it, but if their path cantains less than 2 floor tiles other than asphalt they won't move at all. So this mod is incompatible with mods which make your pawns fast.
Alexis Popcorn  [author] 2 Sep, 2021 @ 7:42pm 
@Croctus ohhh yes, you are right, I'm gonna make a patch then!
Croctus 2 Sep, 2021 @ 1:08pm 
Oh I mostly just meant let your asphalt be made with the asphalt material from that mod. As it adds asphalt made from oil rather than using steel and chemfuel.
Alexis Popcorn  [author] 2 Sep, 2021 @ 7:13am 
@Croctus It is easy to make asphalt from expanded materials to give a boost too, but wouldn't it be kinda redundant? I will look into it anyway, I may have an idea for that
Alexis Popcorn  [author] 2 Sep, 2021 @ 7:11am 
@Canuck-Errant Didn't know that mod existed, it actually does the same thing this mod do xdd but in a different way; I will look into a way to make them compatible
Alexis Popcorn  [author] 2 Sep, 2021 @ 7:06am 
@captinjoehenry Well I just tested that and they seem to behave as usual, I ordered them to haul some chunks and they do, sometimes using the asphalt, and they had bionic legs; at least for now looks fine, also, as far as I know I'm the only one who actually postfixed the pathCost method to allow negative values, so it shouldn't cause any previous issues from previous mods since they didn't do this xd https://imgur.com/EsIQZk1
Canuck-Errant 2 Sep, 2021 @ 6:18am 
@Alexis Popcorn
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2012420113 adds a Spacer-tier floor that boosts speed, that's got to be the one
Croctus 2 Sep, 2021 @ 3:54am 
Ooh very nice. I remember fences and floors mod from a while back had trouble making the floors apply extra move speed. And hate to be one of those people but how difficult would Expanded Material's asphalt compatibility be? Think it's in the plastics mod.
captinjoehenry 1 Sep, 2021 @ 10:18pm 
Out of curiosity does this mod have the usual issue when changing the movement speed? As usually if you just set the path cost of terrain negative it can bug out terribly if you're pawns are naturally speedy from bionics where the total path cost goes negative from these types of terrains causing pawns to try to path find over every single piece of fast terrain they can which bugs out the game with overflows and causes the pawns to litterally walk every single tile because the path costs end up negative?

This shouldn't be an issue normally but if you have high end bionics this bug can occur
Alexis Popcorn  [author] 1 Sep, 2021 @ 8:04pm 
@PremierVader what mod was it anyway?
PremierVader 1 Sep, 2021 @ 7:05pm 
Very nice!
Alexis Popcorn  [author] 1 Sep, 2021 @ 6:59pm 
@PremierVader Not really, it's just a simple calculation, even if you build your entire base with it you'll be fine :^)
PremierVader 1 Sep, 2021 @ 6:55pm 
Wow very nice! I remember some classic fences and floors mod had a problem with actually coding in faster speed on floors. Anyways does it affect performance at all?