I'm not usually this angry, but I've had it up to here with these pawns.
https://i.imgur.com/N6fNve6.jpg (https://i.imgur.com/N6fNve6.jpg)
And this isn't even a particularly egregious example! I've seen them head farther north and south before crossing the river...which takes HOURS.
https://i.imgur.com/tTXZZ8D.jpg (https://i.imgur.com/tTXZZ8D.jpg)
PathAvoid; I've also tried marking the bridge as 'Prefer'
https://i.imgur.com/hFVKe4j.jpg (https://i.imgur.com/hFVKe4j.jpg)
And finally, I tried to use zones to fence these dumbos in. No dice.
Relevant Mods:
Brigello
Path Avoid
Grand Rivers
So...what gives? I'm at my wits end at this point. Please tell me someone knows how to solve, or at least mitigate this issue...and if not, then what the heck! This is ridiculous.
Pathfinding is a great issue since at all releases now.
Maybe try out "Path avoid" mod.
I don't mean to be rude, but did you even read the post?
Not complety, sorry i missed it that you allready used path avoid.
But that you got these hugh issue even with path avoid is curious.
Maybe a dev can see how realy stupid the current pathfinding are, lets how with the new version (someday) it realy get improved like it allready should be with B18.
But currently i don't know any way to improve it beside Path avoid.
I am no expert, so I'm just tossing out ideas...
My experience is that pawns will go out of their way to walk on rough stone instead of dirt/grass/brush, I believe because the total path "cost" is less due to the faster speeds on the rough stone. So your pawns will naturally try to path toward long stretches of stone while out in areas with no paving.
I am going to assume that the mods you're using consider the bridge a valid path (i.e. there's no bug that keeps that deep water flagged as unpassable even though there's a bridge), so all that dirt on the far side must result in a larger path cost than the stony area to the north.
As an experiment, try paving a big chunk of that dirt on the far side of the bridge with flagstone and see if they start using the bridge.
https://i.imgur.com/I9hNKWp.jpg (https://i.imgur.com/I9hNKWp.jpg)
Am I getting pranked?
Quote from: bradley364 on March 27, 2018, 01:24:56 PM
https://i.imgur.com/I9hNKWp.jpg (https://i.imgur.com/I9hNKWp.jpg)
Am I getting pranked?
LOL. Well, my best guess is that there's a mod conflict somewhere that makes the bridge non-passable terrain (or super-expensive in path cost, which amounts to almost the same thing). Bonus points because pawns can now path through the deep water, too :-)
You might post in the appropriate Mod sub-forums (especially for Bridgello and Path Avoid) and see if the mod creators can help.
Try filling the north path with chunks to create a high move cost. If they still prefer it over the bridge, it has to be a mod issue.
With the bridge in place, what does the ground say the walk speed is on that tile when you mouse over.
It's 100% movespeed for the bridge. The shallows is 12%, and the deep water is 1.3%!!!!!
I've mitigated the issue by expanding the Prefer path on both sides of the bridge.
https://i.imgur.com/KLZ4WFC.jpg (https://i.imgur.com/KLZ4WFC.jpg)
Now I'd say they mostly use the bridge, but I still catch them crossing the river and deep water sometimes. It's better then before though.
Use this mod instead.
https://ludeon.com/forums/index.php?topic=36687.0
Never had any issues with pawns not wanting to use the bridges.
i'd guess it's bridgello's fault, as i never had any issues with the other ones. try another bridge mod, that should help.
but if you wanna make sure, play a game with only bridgello activated (aside from core and hugslib) and try the bridge stuff. pretty sure it will not work properly either.
I have both mods installed. Is there any proof that one works better then the other?
That could be the problem. Having two bridge mods installed. I know Basic Bridges works.
Basic Bridges does some juggling of the under-bridge terrain so that it's flagged with the proper move speed. It might be that Bridgello doesn't, leading to this problem; I haven't played with it to tell you one way or the other.
Why not ask the mod author about this though?
Quote from: ReZpawner on March 29, 2018, 08:23:41 AM
Why not ask the mod author about this though?
Because there is more than one mod involved and conflicting mods can and should be resolved before going to the person who made the mod. That said it is also good when the Modder helps fix things too.
More specifically, questions like this belong in the Mods subforum (https://ludeon.com/forums/index.php?board=12.0), not in General Discussion.