[KV] Path Avoid

MOD Desc
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…

Paths made with this mod only apply to colonists, (non-hostile) animals, and friendly traders/travelers/etc. Anything that wants to kill a colonist will not follow these pathing hints.

Can be added to an existing save.

Ludeon Forum Thread: https://ludeon.com/forums/index.php?topic=33027

Direct Download:
https://github.com/KiameV/rimworld-pathavoid/releases/download/current/PathAvoid.zip

GitHub: https://github.com/KiameV/rimworld-pathavoid

Conflicting Mods:
– Save Our Ship 2

Thanks to everyone who’s helped translate this mod!
Ɲơɴɑɱɛ – German
53N4 – Spanish
Tuvka – Russian

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Original Author: Vendan

Supports ModSync RW


I don’t know technically how A18’s Pathfinding is better then A17, because without painstakingly spending hours placing VERY specific paths through trial and error my colonists will take the longest round about, wall hugging route as possible just as poorly as they did in A17. And even after that it then creates the problem of a new pathfinding route being broken….Through trial and Error this is what I’ve come to the conlcusion that VERY simple pathing works best. Like only use Prefer and limited Strong and just live with the fact your colonists won’t stick to the paved path 100% and crawl over every rock and tree half the time. Because from what I can see the Paths between Strong Pathing must be 3-4 Squares wide/high otherwise the colonists get confused and treat a 2 square path as blocked and do stupid pathfinding. Same goes for incasing your Prefered paths with Strong outlines, they start acting funky. its almost as if the Pathing extends to adjecent squares to a degree.

That back and forth between you two actually answered my problem as well. I settled on a road tile and was using preffered pathing to mark the road for use. the ‘oh now it’s working’ was inside my base where I was just using it to get colonists to STAY ON THE FLIPPIN RUGS AND WIPE THEIR DAMNED FEET! AND YOU, CHAD! YOU DO NOT VAULT OVER THE BUTCHER TABLE TO GET TO THE PANTRY! I WILL USE YOU TO BREACH CRYPTOSLEEP CHAMBERS I SWEAR TO FSB!*ahem*So yeah. I went through and made invisible corrals by starting at the edged of the map and drawing diagonal dislike lines that funneled towards the road, with ocassional ribs off to the sides to remind traffic where the embankments are. It seemed to work quite well.(Although I noticed visitors follow the pathing rules too, so can I expect invaders to obey it? What good are all those traps if the bad guys know the route through? Also invisible hate fields could be abused to make cost-free kill zones by funneling invaders into walls of turrets)

Thanks! From your description I understand how this works but I’d like to know a tad bit more about vanilla behavior. I think the easiest way for me to ask it is this:Can you give a True/False answer to the following statements?1. ‘The vanilla game already assigns weighted values to all tiles during A* calculations’2. ‘The vanilla game’s A* values are directly correlated to the movement penalties of each tile’3. ‘This mod allows you to manually change those A* weight values’4. ‘The mod assigns each tile its new value *once* any time you use the tool, as opposed to performing that calculation every time a pawn needs to find a path’5. ‘The overlay that the player creates is not ‘tracked’ from moment to moment, and is only loaded when you toggle it.’Please note that my understanding of computer science is limited and I’m not a modder (yet), so if any of these questions fundamentally don’t make sense, please forgive me.


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