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Our site was created on August 30, 2021. He is quite young, so we ask you not to leave so quickly! Bookmark us!, please
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Razilator
@Razilator RimJobWorld [+18]

Mod updated to the current version.

2 days, 5 hours ago
Razilator
@Razilator Combat Extended

PyWorker, I will improve you!

2 weeks, 6 days ago
PyWorker
@PyWorker Combat Extended

My great job at automating uploads! My version: 0.3. I try to improve according to my mood.

2 weeks, 6 days ago
Razilator
@Razilator Mechalit Core (Continued)

I speak as an admin, I only played with the Mechalit Core mod. Now another person has continued his work, adapting it to Rimworld 1.3.

2 months, 1 week ago
Razilator
@Razilator Victoria 8 Pro Bundle (G8F)

Nice, I like

2 months, 2 weeks ago
Demalius
@Demalius Dark UI

Demalius, тест 4

2 months, 2 weeks ago

SCAR's Pathfinding FIX
0

  • #Gameplay
  • Added: 1 month ago
  • Updated: 6 days, 5 hours ago
  • Views: 8
    Author(s): SCARaw
  • Version: 2021-06-24 13:29:00
    Loads: 1
Link Info Language Version Loads Loaded Created by
Go to download 0.846 MB English 2021-06-24 13:29:00 1 14/09/2021 в 09:06 PyWorker
Content

Mod works better when your game load fast (you might wanna check my optimization for that)
NO IMPORT NEEDED
MOD CAN'T CONFLICT (unless you use something that delete vanilla race which would be stupid)
MOD should be loaded at the bottom of load order (no need to go all the way down, just down there)
MOD AFFECT ONLY PLAYABLE RACES, for unplayable races with minor AI fixes pls be patient (testing)
Majority of my screenshots and videos related to this mod are on nexus, i will try to post more, just [double conversion + space limit to PNG only 2mb or die]
i worked restlessly hard on this mod and i can with full confidence tell it will do better job than vanilla!

All my mods are under Creative Common Attribution sharealike by creative common corp
if you wanna use them in your work you have to CREDIT ME and my mod by linking original source

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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Problems that was reduced/solved:
  • characters needs shorter amount of time to find the way to destination chosen by the player (whenever its possible for AI - some barriers can not be skipped)
  • pathfinding in places where you would never trust it kind of works (borderzone, arch, swamps)
  • characters don't spread like pack of idiots and to degree where 1 person enters the water to kill momentum of whole pack
  • Now squad form line formation when you order them all together to travel (might cause delay when executing long distance travel order because they must probe path and select who runs first - only with "travel together" running settings)
  • when pack of people enter into the water, they do it all together or not at all (truthfully i had moment when that was not true in previous versions, so far not occur since 1.2)
  • i started to like swamps, like really it is dark, but never was so easy to navigate
  • i "objectively" not losing nerves on traveling, i still can see its not perfect fix, but damn i can't go back to vanilla for anything other than load save and test
  • characters change directions more dynamically, slowing down for less than second if they have to (kenshi ai is still keinshi ai, sometimes must calculate more)
  • characters ordered to move when being under attack should be less likely to ignore order (its strongly dependent thing, so can't say its 100% always true)
  • people who for some reason started traveling later or was slowed down by something reach main pack faster (without slowing them down)
  • when approaching the water (on correctly loaded map) characters trying to find way around it or chose quick way across.
  • travelers adapt their routes whenever game render new terrain without needing to bump to objects (not always true, arm of okran is still a mess) and smoothly (or max with small ~0.8sec delay) change their direction.
  • Characters don't getting stuck on objects anymore (well at least i tried and wasn't able to clip permanently into get-stuck zone anywhere)
  • Animals don't bump into random objects for no freaking reason to lose whole momentum and end behind main pack accumulating such loses
  • Animals still feels bulkier and more massive in movement than human characters, just they act more immersive when travel
  • people have lower chances to get stuck on furniture or between them (they still can clip each other or end here from combat, reload, they just walk better between furniture)
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