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Последние комментарии
Razilator
@Razilator RimJobWorld [+18]

Mod updated to the current version.

2 дня, 6 часов назад
Razilator
@Razilator Combat Extended

PyWorker, I will improve you!

2 недели, 6 дней назад
PyWorker
@PyWorker Combat Extended

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

2 недели, 6 дней назад
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 месяца, 1 неделя назад
Razilator
@Razilator Victoria 8 Pro Bundle (G8F)

Nice, I like

2 месяца, 2 недели назад
Demalius
@Demalius Dark UI

Demalius, тест 4

2 месяца, 2 недели назад

Clean Pathfinding
0

  • #Gameplay #Items
  • Добавлен: 2 дня, 6 часов назад
  • Просмотров: 6
    Автор(ы): Owlchemist
  • Версия: 2021-09-25 23:12:00
    Загрузок: 0
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Перейти к загрузке 0.039 MB Английский 2021-09-25 23:12:00 0 14/10/2021 в 18:10 PyWorker
Описание

What's the point of building roads and paths around the map if your pawns are just going to dirty their feet by not using them? This mod applies a modifier to the perceived pathing costs of any dirty tiles to help keep things clean.

Features
  • An avoidance bias can be applied to any filth-generating tiles. Pawns will prefer to go around by using cleaner paths, even if it means it'll take longer to reach their destination. While this may be less efficient, the reduction of cleaning tasks in the future makes up for it.
  • A road attraction bonus can be applied to any tiles that have the road tag.
  • [Optional]: The range of precise pathfinding can be adjusted, if your computer has performance to spare. The default range is around 40 tiles, and the slider adds to this.
  • [Optional]: Pawns may factor illumination when calculating their path.
FAQ

Q. Does this mod impact performance?
A. The original vanilla pathfinding code is still used. The only extra bit of code injected is a faction check, to prevent hostiles from respecting your settings, but this does not amount to anything as far as performance goes. This mod functions using variables that already existed and are calculated, but underutilized in vanilla.

Q. How does this mod compare to Perfect Pathfinding, and can they be used together?
A. Rimworld has multiple pathfinding systems, and Perfect Pathfnding forces pawns to always use the most precise one regardless of performance costs, but doesn't have anything to do with filth avoidance or arbitrary road attraction. They can be used together, though this mod comes with a built-in range adjuster. It's not quite the same thing but the difference is debatable.

Q. What floors have the "road tag"?
A. The road tag is a built in vanilla feature and is seen on flagstone, packed dirt, and broken asphalt. Modded floors may also use it. This feature was mainly added for packed dirt, since packed dirt paths are also filth generating. If you don't have any of those, you can make due with only using the filth avoidance setting.

Compatibility
  • Can be added or removed to games at any point.
  • Compatible with some other mods that tinker with pathing, such as Path Avoid and SoS2.
  • Emphasis on some, I'm less sure about mods that do major surgery to the pathing at its core. I'll detail this out as the reports come in...
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