fluffy-mods / desirepaths Goto Github PK
View Code? Open in Web Editor NEWpaths of desire
License: Other
paths of desire
License: Other
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)
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.
Reported by: Dizzy Ioeuy
Description:
I noticed the final two sliders in the mods settings don't move for me? anyone else can move them?
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.
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:
Output log
no log
Environment
Game
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)
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
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
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.
Reported by: WolF8RocK
Description:
@fluffy Hello, I made a translation of the mod into Russian.
Please add it
https://drive.google.com/file/d/1J_pe6qLxtQVuaIH9v3wouWPRUjim8TSs/view?usp=sharing
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 :)
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
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.
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.
Reported by: Valdruc
Description:
Log: https://gist.github.com/HugsLibRecordKeeper/58a452f0796629d28da624316cd4c7bb
(conflict was between your mod and Psitech)
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.