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Author Topic: [A16] PathAvoid (v1.2) Nudge your colonist onto new paths!  (Read 18854 times)

Vendan

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[A16] PathAvoid (v1.2) Nudge your colonist onto new paths!
« on: January 06, 2017, 08:40:32 AM »

PathAvoid



Description:
Path Avoid allows you to "nudge" the pathfinding system for your pawns, to make them prefer and avoid different areas. Use it to make your pawns follow pathways in your base, or avoid passing through a freezer to get to the other side! Avoidance won't prevent pawns from pathing, it'll just make them take an alternate path...




Author/Mod Team
Vendan

Download
https://andyleap.net/PathAvoid/PathAvoid.zip

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
  • v1.1: Fixing strong avoids marking doors as non-traversable
  • v1.2: Adding textures for the various path level designators
« Last Edit: January 07, 2017, 03:09:15 PM by Vendan »
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SteelRev

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #1 on: January 06, 2017, 09:42:00 AM »

Does it effect jobs? Let's say you place avoidance zone over crops.  Will the still get harvested and planted? 
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Vendan

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #2 on: January 06, 2017, 09:48:36 AM »

Does it effect jobs? Let's say you place avoidance zone over crops.  Will the still get harvested and planted?

It just affects pathing.  They'll most likely choose a path that avoids as many of the crop tiles as possible, but they will still path to the crops.  And it does not affect priority of 1 job over another, so they won't harvest an avoided field last or anything.
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Zhentar

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #3 on: January 06, 2017, 01:17:26 PM »

I can't test right now, but designating doors as 'Strong' may affect job assignment and/or other reachability checks (if you test this, you should save and reload after designating the door to make sure the reachability cache gets flushed).

Performance will likely be significantly affected when pawns have to path into/through avoid areas, though if it's not happening frequently it probably won't be noticeable. Better Pathfinding handles it much more efficiently than the Vanilla pathfinder.
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Rambus200

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #4 on: January 06, 2017, 02:06:18 PM »

Would it possible to apply this to tamed animals, maybe an additional feature? So they don't eat your food or enter a certain building for example :). Instead of  highlighting all the area they 'are' allowed, which if you want them to roam the whole map except one building or area, is a pain in the butt. Or maybe i am missing something? Thanks
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Zhentar

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #5 on: January 06, 2017, 02:43:41 PM »

In Manage Areas, click the 'Invert' button.
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Rambus200

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #6 on: January 06, 2017, 03:24:16 PM »

Oh wow thanks, feel like an idiot.
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Vendan

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Re: [A16] PathAvoid (v1.0) Nudge your colonist onto new paths!
« Reply #7 on: January 06, 2017, 03:48:48 PM »

I can't test right now, but designating doors as 'Strong' may affect job assignment and/or other reachability checks (if you test this, you should save and reload after designating the door to make sure the reachability cache gets flushed).

Performance will likely be significantly affected when pawns have to path into/through avoid areas, though if it's not happening frequently it probably won't be noticeable. Better Pathfinding handles it much more efficiently than the Vanilla pathfinder.

Yes, it looks like an avoid value of 255 (which is current "Strong") can mark a door as non-traversable.  Relatively easy to fix, I've just pushed a tweak to both steam and the direct download.  It'll automatically adjust any existing "Strong" avoids as well.
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SteelRev

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Re: [A16] PathAvoid (v1.1) Nudge your colonist onto new paths!
« Reply #8 on: January 06, 2017, 09:41:59 PM »

Also,  I forgot to ask.  Is it compatable with better pathfinding?
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Zhentar

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Re: [A16] PathAvoid (v1.1) Nudge your colonist onto new paths!
« Reply #9 on: January 06, 2017, 09:44:52 PM »

100% Better Pathfinding compatible.
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Vendan

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Re: [A16] PathAvoid (v1.1) Nudge your colonist onto new paths!
« Reply #10 on: January 07, 2017, 03:08:49 PM »

Update v1.2: Adding textures for the various path level designators
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asquirrel

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Re: [A16] PathAvoid (v1.2) Nudge your colonist onto new paths!
« Reply #11 on: January 08, 2017, 02:32:21 PM »

Thanks man! :)
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lost_RD

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Re: [A16] PathAvoid (v1.2) Nudge your colonist onto new paths!
« Reply #12 on: January 08, 2017, 04:35:42 PM »

Dwarf Fortress player? :D

This is a mod on my list of to-make, I'm glad you got to it before me though! I can't wait to try it out.
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Vendan

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Re: [A16] PathAvoid (v1.2) Nudge your colonist onto new paths!
« Reply #13 on: January 08, 2017, 07:32:56 PM »

Yeah... Avid DF player trying to port some QoL stuff from DF over to here :)
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sanya02

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Re: [A16] PathAvoid (v1.2) Nudge your colonist onto new paths!
« Reply #14 on: January 09, 2017, 11:00:28 PM »

Can do so that the colonists did not go into the wrong room?
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