RimWorld

RimWorld

Path Avoid
156 Comments
Ascythian 12 Sep @ 5:36pm 
WellThatsFun 14 May, 2024 @ 8:40pm 
Hey there - I'm sure I'm about to feel really stupid, but where is the "Pathing" button? I've tried it on the top and bottom of the screen, per the mod options menu, but I can't seem to see it anywhere! Help!
missionz3r0 5 May, 2024 @ 9:24am 
@Vendan

Heya Vendan, I am continuing this mod into 1.5 since Kiame is stepping back from the project.

I'd like to add an MIT license to the mod. However, I don't want to do so unless I get the blessing of the current copyright holders. That being yourself and Kiame.

So, is it alright with you if I add an MIT license to the source you've contribute to this project?
KiameV  [author] 18 Jul, 2021 @ 8:03pm 
Tundra 14 Jan, 2021 @ 10:24am 
Cool,but... Where is it?
explodoboy 18 Sep, 2020 @ 8:59pm 
Two years late, but this is mostly for the few who stumble upon this mod and skip getting [KV] Path Avoid primarily because of it not having prefer:

That version DOES have 'prefer' but you have to enable it in mod options.
groovybluedog 31 Oct, 2018 @ 3:43pm 
I was aware of that version, but it lacks the "prefer" option that worked so well with this mod
Nesano 31 Oct, 2018 @ 7:06am 
groovybluedog 30 Oct, 2018 @ 8:20pm 
Also find it upsetting, especially since both creators are online right now and aren't even commenting
Nesano 11 Apr, 2018 @ 1:21am 
Yup. Dead mod that breaks other mods. Use [KV] Path Avoid - B18 by Kiame Vivacity.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1180719857&searchtext=path+avoid
charm 19 Mar, 2018 @ 7:13am 
so upsetting the dev gave up on this awesome mod
7th7andwich 13 Mar, 2018 @ 7:34pm 
b18?
DiESF1RST 10 Feb, 2018 @ 7:53am 
B18 update pls
Oh for Fox Sake 6 Dec, 2017 @ 6:22pm 
will this get an update for b18?
兜兜转转 14 Oct, 2017 @ 7:22pm 
thanks~
Val 8 Sep, 2017 @ 9:20pm 
Exactly what Corrupted Sanity said. I otherwise wouldn't look for the new version, I just go check the workshop page when a mods out of date in the mod list, I'm sure others do the same.
Corrupted Sanity (Vex) 27 Jul, 2017 @ 8:52pm 
You might want to add the note that a new version exists to the description. I probably should have looked closer, but I missed it at first. This one showed up first when I searched it.
Lord mushroom headass 21 Jul, 2017 @ 8:28pm 
Does this mod affect raiders and animals?

I was in a raid and the enemy was somehow able to avoid the newly built maze of deadfall traps.
maby it was a coincidence but im not sure
<'##>< 1 Jul, 2017 @ 5:17pm 
@TinyWatermelon To remove pathing, just click on Normal and highlight over the areas you want to reset. "Strong" means strong hate. The display order of the options show most wanted to least wanted, as in Prefer-----Strong (hate).
Niko 16 Jun, 2017 @ 9:45am 
And is 'strong' strong hate or strong preferred? It seems obvious but I thought I should check
Niko 16 Jun, 2017 @ 9:45am 
This mod is working really well for me, but I am clueless as how to remove the pathing?
Flapdoodle 31 May, 2017 @ 2:10pm 
Thank you sooooo much
KiameV  [author] 28 May, 2017 @ 9:07pm 
DarkFNC 27 May, 2017 @ 5:46pm 
a very usefull mod. especially when you have very decorative base designs.
pyr0kid 27 May, 2017 @ 4:57pm 
good to know, thank you. leave a comment here when its done will ya?
KiameV  [author] 27 May, 2017 @ 4:54pm 
I am looking into updating this mod for A17, it will be with a new mod (due to workshop restrictions about owners only being allowed to update the mod :steamfacepalm:). I will keep this page updated.
Torres 27 May, 2017 @ 9:13am 
I don't know if this applies to your mods or not but I figured if it did you would like to know about it.
https://ludeon.com/forums/index.php?topic=32874.0
Shubi 27 May, 2017 @ 4:19am 
I hope you convert this to A17 :D dont rush though, i just find this mod essential
scarlet_vermillion 26 May, 2017 @ 9:16pm 
Any plan for A17?
Torres 25 May, 2017 @ 12:06pm 
This is a must mod, the moment I had the power to tell my pawns to use the walkways I designed instead of crossing a whole muddy field I gained so.. soooo much effectiveness. Hoping this gets updated soon.
Zorlond 25 May, 2017 @ 11:54am 
Hoping for an A17 update...
pyr0kid 17 May, 2017 @ 1:33pm 
are there any plans on for the A17 update or is this forever A16 mod?
hellbiter88 9 May, 2017 @ 3:43pm 
To remove a path, just use the "normal" preferrence path to get rid of any others.
Darahz 28 Apr, 2017 @ 12:59pm 
How do i remove path that i add?
BMO The Impaler 22 Apr, 2017 @ 8:29pm 
@~~TSK~~CryptZar left click on the table and don't designate it as a social gathering site.
CryptZar 22 Apr, 2017 @ 8:22am 
Sadly I cant prevent my colonists to eat in another persons bedroom :/
Janky Nose Hair Guy 22 Apr, 2017 @ 8:16am 
Strong needs to be re-labeled as something else. I know the red color is a clue that is means "Strongly avoid" but it's not obvious to some people.
Oh and THIS MOD IS A GODSEND. FREAKIN' AWESOME. Needs to be part of the base game.
The Helldriver 20 Apr, 2017 @ 7:22pm 
THIS IS AWESOME WITH THE TIBERUIM MOD
Vtole 19 Apr, 2017 @ 2:55pm 
strong avoid
Minty 18 Apr, 2017 @ 11:30pm 
is "strong" strong follow or strong avoid?
ScavangerSquirrel 18 Apr, 2017 @ 6:16pm 
Getting this mod, I hope this works as advertised.
pyr0kid 17 Apr, 2017 @ 5:01pm 
that weird moment when you findout you never liked something great...
Nemersis 17 Apr, 2017 @ 5:37am 
I hate when those dumbasses climb the table instead of get around.
Chrysippus 16 Apr, 2017 @ 1:44pm 
Thank you very much! My pawns will finnaly use the roads i made for efficiancy
:steamhappy:
Noblington 16 Apr, 2017 @ 11:56am 
@Gremlin mods that change things, will screw with other mods that change the same things, e.g the mod "Efficient Light" changes lights power consumption, if another mod does the same thing, bugs will ensue
Meeshter Man 14 Apr, 2017 @ 2:32pm 
Thanks for the input, yellowabdamin.
yellowabdamin 5 Apr, 2017 @ 1:48pm 
i had no use for this
DragonsArchiver 3 Apr, 2017 @ 5:26pm 
Honestly, I dont have Rimworld yet but when I do this mod will be one of the first ill get because of how useful it is for decorated paths.

(P.S. Prison Architect should also have this mod for the same reason :P)
Gremlin 30 Mar, 2017 @ 1:54am 
I'm having a bit of an issue with Path Avoid, While its active the mod "Better Pathfinding" stops working effectevly and my Colonists act retarded with pathfinding reverting to vanilla wall hugging and "Shortest route" not accounting for tile speed without me Idiot proofing the map with Path Avoid. People have mentioned its compatable yet I've yet to pin-point why its not working. I'm going to test later if it was the Mod Order as I had Better Pathfinding above Path Avoid with no other mods that effect pathfinding.

UPDATE: Yea Mod order does not matter, once Path Avoid is on the Pathfinding reverts to vanilla, I got nothing.
Prester 26 Mar, 2017 @ 5:46pm 
woa this is insanely useful!