|Перейти к загрузке||0.039 MB||Английский||2021-09-25 23:12:00||0||14/10/2021 в 18:10||PyWorker|
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.
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.