RimWorld

RimWorld

Foot Traffic Heatmap
35 Comments
Korvon 22 Sep @ 1:06pm 
had a weird time getting this to work again. had to reinstall it and restart my mod organizer and rimworld 9 to 10 times. i dunno where i messed up in all that but it's finally alive again.
missionz3r0  [author] 13 Aug @ 9:40am 
@David Baguetta

Interesting. I'll have to play around with that a bit, see if I can't replicate the issue.
David Baguetta 13 Aug @ 4:35am 
Thank you a lot for the 1.6 Update, i love this mod!
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)
GeneralTso 11 Aug @ 4:58pm 
nevermind i fixed it by unsubbing and resubbing. I think there might be something wrong with my internet connection maybe
GeneralTso 11 Aug @ 4:56pm 
my rimpy shows this as version mismatch. did you potentially forget a flag or something or should i assume my install is somehow corrupted
missionz3r0  [author] 10 Aug @ 3:54pm 
@PolarBear If you figure out what mod is causing the issue, I'll make sure to add a "loadafter" for it.
PolarBear 10 Aug @ 11:13am 
Posting in case someone else has a similar issue: I tried this mod after 1.6 update, and when clicking the foot button, the heat-map did not appear (visually). Had to bring the mod pretty low in my load order before it worked. Can't say yet which mod was conflicting...
mxfrogx 8 Aug @ 10:12am 
thank you
missionz3r0  [author] 8 Aug @ 9:05am 
There we go. Got this updated to 1.6.

Sadly didn't have enough time to do all the updates I wanted, but this should tide us over for 1.6 at least.
mxfrogx 29 Jul @ 11:41pm 
please update the mod for 1.6
Korvon 21 Jul @ 12:30pm 
glad it will be getting an update was trying to find my traffic map button and realized this was missing
DangerousDan1 20 Jul @ 6:21pm 
I too am eagerly waiting. I like to use this mod.
cykonetic 20 Jul @ 5:05am 
Awesome. Eagerly waiting.
missionz3r0  [author] 13 Jul @ 7:40am 
@KWJelly yes, I intend to update it for 1.6
KWJelly 12 Jul @ 8:36am 
Any plans to update for 1.6? Always find this mod handy when I'm building paths around my colony
missionz3r0  [author] 6 Aug, 2024 @ 12:46pm 
@RedPine and @Church.exe

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
missionz3r0  [author] 6 Aug, 2024 @ 12:44pm 
@Delmain

Thank you for the fix! Should be published now.
Church.exe 3 Aug, 2024 @ 5:02am 
does anyone know how performance-impacting this mod is? This seems like the sort of mod that could either have zero overhead or tons of overhead depending on how rimworld tracks colonist movement by default. (and how it needed to be tweaked to enable a heatmap of it)
Timou 29 Jul, 2024 @ 1:51am 
Must Have Mode. Thank you:Gifting:
Nothingness_1w3 13 Jun, 2024 @ 6:35am 
amen
Delmain 11 Jun, 2024 @ 7:58pm 
Hey mission, thanks for updating this to 1.5. I found an issue that came up when multiple colonists left my map at once (a refugee event ended and 3 colonists left). It's inside "RemoveInvalidPawns". I sent a PR on Github with some more details in it.

https://github.com/missionz3r0/FootTrafficHeatmap/pull/1
selest19 27 May, 2024 @ 9:01am 
@Roza Zərgərli banditcamp.com the mod adds a indicator in the bottom right that can be toggled to show a map of where pawns travel the most, it records pawns positions and then translates that into colored tiles (the grid). overall the mod does little actively but when designing a bases pathways to stuff like a kill box or just defenses it can help make your pawns faster by paving the routs they take or optimizing your farm to freezer pathways or recreation to work
Vladimir Lenin @bandit 27 May, 2024 @ 8:15am 
what u can do with this mod? can someone explain me?
RedPine 22 May, 2024 @ 12:57pm 
What's the performance impact? Can the features (and performance hit) of the mod be disabled without uninstalling the mod?
The Blind One 20 May, 2024 @ 7:51am 
This seems like a more expansive version of:

Path Overlay
TheNextGuy 8 May, 2024 @ 1:33am 
This is so tight, great work!
missionz3r0  [author] 7 May, 2024 @ 8:28pm 
@selest19
I do not believe it affects animal pathing, but I can double check.
selest19 7 May, 2024 @ 3:26am 
does this have a animal footprint?
LZIM 6 May, 2024 @ 6:18am 
@surefirecure

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
surefirecure 6 May, 2024 @ 6:02am 
oooooh now i can make desire paths without screwing up my crops. thanks for this!
babyblue 6 May, 2024 @ 5:46am 
do i recon correctly that this does not work when you're playing on more than one tile? for me it puts tracks from all tiles into one single overlay?!
missionz3r0  [author] 5 May, 2024 @ 11:08am 
@Vulkandrache
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
LZIM 5 May, 2024 @ 11:02am 
lets find out
Vulkandrache 5 May, 2024 @ 10:58am 
Would this not tank an insane amount of perfomance?
TracerFoxTEK 5 May, 2024 @ 10:45am 
Yay! Calculon's back!