RimWorld

RimWorld

AutoBlink
45 Comments
Zo_Confuzled 12 Sep @ 5:30am 
Does anyone know if there is a mod that enables this using psyfocus for psychers with blink ability? (ideally also for other psychast with the same function)
Divines 21 Aug @ 9:38pm 
Almost what i wanted, so far a great alternative.

looking for a auto pathing skipdoor mod havent been able to find one yet, tho i found 2 but outfated and the pathing changed in 1.6 hope there will be one soon ^^
RedFlag 20 Aug @ 5:33pm 
good job
Kolmisilmä 11 Aug @ 7:32pm 
Feature suggestion: Add settings to adjust the maximum blink range and blink cooling in the game. Changing the mod file is too troublesome
R! 8 Aug @ 6:44am 
Really WONDERFUL mod, thank you!:luv:
JKthree 6 Aug @ 12:31pm 
Really curious to see what happens if someone implements this to make a variant of PRF Drones.
The Jump Lifter is awesome and all but I want to see it happen on a big scale with spawning out of their stations to do their work and despawning back at their stations after.
Ianlee 28 Jul @ 4:11am 
Made a bionic spine mod using this as dependency https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528786345
Arashi 16 Jul @ 9:49am 
this mod is so cool
重明 25 Jun @ 12:44am 
this is cute
JohanTron2000 23 Jun @ 2:42pm 
i like this
[吸雷man]Lanking-Yuri 20 Jun @ 11:07pm 
I'm an outsider, but maybe mod Range Finder can help you?
Anyway it just a suggestion, you are the boss what you want when you do.
Rabiosus  [author] 20 Jun @ 2:13pm 
Actually... it’s a bit tricky. Specifically, if I use the vanilla functionality as-is, it can’t draw beyond a certain radius.
So I’d need to create a custom system to handle it. But to do that without impacting performance, I might need to come up with a smarter approach—probably.
So for now, it’s on hold.
[吸雷man]Lanking-Yuri 20 Jun @ 11:40am 
Feature suggestion: Implement a visual overlay showing the maximum blink range when the Gizmo is clicked, giving players immediate spatial awareness of teleportation limits.
Ryanisunique107 18 Jun @ 1:01pm 
:steamhappy:
noszbytouj 18 Jun @ 10:28am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3502786383 there you go, I've made gene mod. Not that it was hard to do since Rabiosus provided almost everything in this framework readme
Ryanisunique107 16 Jun @ 12:44pm 
i check every day looking for a skip pack or a skip gene
Ryanisunique107 13 Jun @ 11:13am 
the author made that
Pasaway 13 Jun @ 4:26am 
@Ryanisunique107: Ayameduki Race:Auto teleport
Ryanisunique107 12 Jun @ 9:47am 
other then the ones the author made?
RojoMuerte 11 Jun @ 9:12pm 
Its great!
RojoMuerte 11 Jun @ 9:12pm 
Jumplifter mod.
Ryanisunique107 11 Jun @ 2:05pm 
are their any mods that use this yet?
Sumatris 11 Jun @ 11:13am 
@Rabiosus: Thanks for the feedback, and happy to hear the feature is already implemented :-). Now to wait for the follow-up mods.
Rabiosus  [author] 11 Jun @ 11:11am 
The minimum distance required to trigger teleportation can be freely configured.
Right-click the gizmo button to open the detailed settings window, then adjust the "Min Dist" slider.
Teleportation will only occur if the destination is farther than this distance.
You can also set the default value of this parameter in the def’s properties.
Sumatris 11 Jun @ 11:05am 
Looking forward to the gene/implant mods for even more OP pwnage. And yes, it should probably only trigger past a certain, configurable distance. A pawn moving just a few tiles should do so normally IMHO.
Rabiosus  [author] 11 Jun @ 2:32am 
@Avalon9d CompBlinkWatcher has been deprecated. please refer to sample.xml in the mod folder.
Avalon9d 11 Jun @ 2:29am 
Hello!
After the most recent update, I’ve been encountering a consistent error related to the AutoBlink gene:

System.TypeLoadException: Could not resolve type with token 01000010 (from typeref, class/assembly AutoBlink.CompBlinkWatcher, AutoBlink, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

It seems like the mod is trying to reference a missing or renamed class: CompBlinkWatcher. The error is caught by Soyuz, but it seems to originate from AutoBlink itself.

Could you please take a look when you have time? Everything worked perfectly before the last update.

Thanks again — looking forward to seeing more great work from you!
Rabiosus  [author] 10 Jun @ 3:28pm 
Support for HediffDef and GeneDef has been added.
For detailed usage examples, please refer to sample.xml inside the mod folder.
Rabiosus  [author] 10 Jun @ 5:27am 
Not at the moment, but it will be possible in the next update (support for both Hediffs and genes will be added).
BigCat 10 Jun @ 3:38am 
Would it be possible to make an implant or hedeff of some kind to allow pawns to blink?
Avalon9d 9 Jun @ 9:46am 
This mod is absolutely revolutionary — thank you so much for creating it!
Special thanks to @kd8lvt for developing the gene — excellent work.
I'm currently testing it and everything works perfectly.
One small suggestion: it would be great to have a setting to customize the range at which Blink can be used.
kd8lvt 9 Jun @ 6:49am 
Sounds good! You're welcome :)
Rabiosus  [author] 9 Jun @ 3:46am 
@kd8lvt That's awesome, thank you! I'll definitely use it as a reference for my implementation.
kd8lvt 8 Jun @ 5:08pm 
@Rabiosus
I just popped a tiny mod up on https://github.com/kd8lvt/BlinkGene that uses this, if you want an implementation to use/reference for gene integration - Feel free to use it in AutoBlink! Granted, it's not my best work >.> You might want to polish it up a bit.
Rabiosus  [author] 7 Jun @ 10:30pm 
@932685341 Thanks, I forgot to remove the test XML. It should be working properly now
nako 7 Jun @ 9:32pm 
@DatTheBoss re: performance, from the author on JumpLifter's comments:

"It’s quite lightweight... I think. If you want to measure it directly, check AutoBlink.CompBlinkWatcher:CompTick with Dubs Performance Analyzer.
In my tests, running 30 lifters resulted in an average of about 0.04–0.05 ms."
nako 7 Jun @ 9:30pm 
Extremely cool idea. I see you may allow it to be expanded to other things like genes in the future. I hope you consider making it able to be added in a way similar to Mechanoid Upgrade so we can just make an universal upgrade item instead of an explosion of mods. Anyway thank you for what you've made. :)
932685341 7 Jun @ 9:29pm 
operating normally on 6.7
932685341 7 Jun @ 9:20pm 
d:\program files\steam\steamapps\workshop\content\294100\3493889625\Defs/Test.xml: unknown parse failure
https://gist.github.com/HugsLibRecordKeeper/5cb772823a39ace5ba91f74127863fe8
Dat The Boss 7 Jun @ 7:43pm 
How's the performance when it comes JumpLifter?
Endevouz 7 Jun @ 5:44pm 
Does anyone know the name of this hediff or thingDef from the mod?
BigCat 7 Jun @ 6:41am 
ahh, thank you for clearing that up, i did manage to make a custom patch for the house keeping cats mod and i love it, thank you for making that doable
Rabiosus  [author] 7 Jun @ 3:38am 
For now, it's only compatible with pawn ThingDefs, and adding support for genes or apparel isn't implemented yet.
To support genes, I'd have to do a fair amount of reworking... I'll get around to it eventually
Moldiverse 6 Jun @ 7:31pm 
True
BigCat 6 Jun @ 11:46am 
Could someone make a gene for colonists? That would be amazing