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Interesting. I'll have to play around with that a bit, see if I can't replicate the issue.
Using this with odyssey i am experiencing an issue where if some of my colonists take a gravship to a different tile on the planet, the foot traffic heatmaps from both of those colonies will always both be visible when the overlay is enabled. When i select a colonist from one of those locations to filter out the other colonists foot traffic, all the foot traffic of the other colony will still show. No idea how hard this is to fix, but i thought i'd mention the issue here. (FYI, i enabled this mod into an existing save, maybe it will fix itself once my gravship travels somewhere else, i will update the comment in that case)
Sadly didn't have enough time to do all the updates I wanted, but this should tide us over for 1.6 at least.
I'm gonna quote myself from a comment I made to a similar question on performance.
To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.
There's a few other notes too.
Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked
Thank you for the fix! Should be published now.
https://github.com/missionz3r0/FootTrafficHeatmap/pull/1
Path Overlay
I do not believe it affects animal pathing, but I can double check.
For this there is also the Path Avoid mod so you can.. force desire paths and also keep pawns from treading where they should not
Nah.
To put it simply. All this mod does is keep a record of a colonist's work related pathing. So numbers the game has already calculated are saved, rather than re-calculated.
There's a few other notes too.
Wildlife and enemies aren't tracked
Colonist wanderings aren't tracked either. Only if they are on a job is their pathing tracked