// Management · RimWorld Mod
Path Avoid (1.6 Rebuild)
Ever had a mech cluster or insect hive right smack in the center of your map, and your pawns keep walking right into it, and then having the audacity to complain they got munched?
Ever had a mech cluster or insect hive right smack in the center of your map, and your pawns keep walking right into it, and then having the audacity to complain they got munched??
What it do
Path Avoid lets you "nudge" the pathfinding system for your pawns, making them prefer or avoid different areas. Use it to make pawns follow pathways through your base, or avoid cutting through a freezer to get to the other side. Avoidance doesn't prevent pawns from pathing somewhere - it just makes them favor an alternate route when one is available.
Save safe
Can be added to an existing save. Can be safely removed from an existing save (designations will simply be dropped).
Why though
I didn't like how Pathfinding Avoidance handled path priority using zones, so I made this.
This is a from-scratch rebuild for RimWorld 1.6, whose pathfinding system was completely rewritten in that version. Older versions of this mod relied on hooks that no longer exist in 1.6 - this version is built against the new pathfinder from the ground up. I have used the assets of the existing, old versions and tried to make it work basically the same way for 1.6.
Change log
- 1.6.0.3 - Added Harmony as a listed mod dependency
(I don't need to ship harmony.dll, oops) - 1.6.0.2 - Bugfix: Crash on cached map because of colliding uniqueID
- 1.6.0.1 - Bugfix: Brush
- 1.6.0.0 - Initial release
Credit where credit is due
- Vendan - B16, B17
- Kiame Vivacity - B18, 1.0-1.4
- Missionz3r0 - 1.5
- simeyo - 1.6 rebuild
Translations
(shamelessly ported from the old versions)- Chinese- FantasyMusic
- German - Ɲơɴɑɱɛ
- Portuguese (Brazillian) - Milterator
- Russian - Tuvka
- Spanish - 53N4
Feel free to comment any bugs or if you want to help add translations.