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desirepaths's Issues

plans should not be removed by path generation

Reported by: megabot
Description:
so umm, fluffy? could it be that your mod ruins plans(vanilla ones)? because when my colonists walk over a plan it disapears... and i think this mod could be causing it(because they also disappear when you build something on top of them, which i think is intended)

Debug enabled

Everything looks like it's working correctly except its the debug version of the mod. I tried compiling the release and was getting errors.

I see red squares following all pawns/animals and some debug info on the screen.

addon for 'natural paths'

Reported by: RadZerp
Description:
@fluffy Do you think it would be possible to make an addon to this mod so that it uses the paths I've made in my mod ' Natural Paths '? Been trying to make this exact mod since march but the performance was terrible.

Looks like debug code is active in Steam version (other are not tested)

Describe the bug
Looks like steam version of Desire Paths 0.8.102 permanently stuck in debug mode:
It draws red/green squares behind/under moving pawns
Older version are ok.

Expected behavior
no debug info rendered

Steps to reproduce
Install steam version of the mod

Other mods
list of 50 of them, some of them are my own and is not published. Notable ones are:

  • Dubs Bad Hygiene,
  • Hospitality
  • Prison Labor
  • Alien Races Framework

Output log
no log

Environment

  • OS: Win7 x64 Home Premium

Game

  • Steam, 1.1.2654 (64-bit)

defaults are reversed

Reported by: Wildfire628
Description:
In case it hasn't been said yet, I just wanted you to know that it appears that you have your default values for path creation and path degrade inverted. To clarify, first time load of mod has path creation set to 80(labeled default: 120) and path degrade set to 120(labeled default: 80)

paths grow in size with use

Reported by: Captain Lurmey
Description:
Hey Fluffy! Would it be possible to have this make slightly wider paths by having the wear split to neighbouring tiles when the tile walked on is already fully worn? Doing that should, over time, widen paths to larger than just single-tile lines. Pawns don't have as much variation in their pathing as real humans do, so this could make up for that. :P

packed dirt on ice

Reported by: 5katz
Description:
hey there, wanted to drop by to tell you that ice (on ice sheet and sea ice biome) transforms into packed dirt too, wich doesnt make much sense, since its

  1. ice, there sould be no dirt below it
    2. very VERY thick

    so if you got a few moments it would be nice if that would be fixed :)

toggles for animals/wildlife/visitors?

Reported by: Fluffy
Description:
@Branch?: they do, but at a much slower rate than humanoid pawns (1/10, if I remember correctly). There's not really any way for you to change that, aside from compiling a custom version of the mod.

I may add some toggles for animals and visitors at some point.

Marchland and shallow water also turns to sand

Describe the bug
Some Marchland and Shallow Water suddenly turned to sand after a trade caravan chose that spot to mill around for a few minutes.

Expected behavior
I expected this to only effect ground types that are hard to start with: If you walk the same track through a mud pool or march (or shallow water) in real life, you will end up with a sticky mess, not suddenly go from 30% passable to 93% passable. Turning water into sand seems very overpowered/weird.

Steps to reproduce

Other mods
This happened in Rimworld 1.2.2753, with the 0.9.102 version of your mod. KV PathAvoid is also installed, but not activated in that area. There are more mods, but none that I can imagine would affect this.

Output log Save game Screenshots
If you are the least bit confused about what happened I'll get you all of this and more. I imagine this a design oversight rather than a failure. If you want to argue that this is a feature rather than a bug, then I will let it go at that.

Environment
Windows 10
64 bits

Game
64 bits
DRM free
1.2.2753

Thank you for making this, whether or not you have time to reply to me :)

ice should not turn into packed dirt

Reported by: 5katz
Description:
hey there, wanted to drop by to tell you that ice (on ice sheet and sea ice biome) transforms into packed dirt too, wich doesnt make much sense, since its

  1. ice, there sould be no dirt below it
    2. very VERY thick

    so if you got a few moments it would be nice if that would be fixed :)

create a user toggle for allowing paths on water?

Reported by: WJSabey
Description:
Looking at the defs, the WaterBase abstract has 'Water' as a tag, and 'Marsh' is descended from this. I would say that water or marsh shouldn't make dirt paths, you should have to build bridges for that.

add job for returning paths to previous terrain

Reported by: Dizzy Ioeuy
Description:
Oh and one suggestion:

is there a way to add a job that pawns can "resurface" a path and revitalize it back to the terrain it was? Even if it took a LOT of time. That might be too hard though.

If not the natural wait time is fine too! Keep it up man.

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