VPE Skipdoor Pathing Redux
This mod is a 1.6 rewrite of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3011764218]Better VPE Skipdoor Pathing[/url].
Description
This mod allows pawns to 'use' Skipdoors from [url=https://steamcommunity.com/workshop/filedetails/?id=2842502659]Vanilla Psycasts Expanded[/url] while moving and doing stuff. They consider all tiles with skipdoors on them to be adjacent for pathing purposes. Only pawns with the intellect of Humanlike or ToolUser can use skipdoors freely, but not during mental states or when wandering. Pawns with Animal intellect can use skipdoors only if they are following another pawn (being roped or a pet following its master).
Has settings that can change who is allowed to use skipdoors for pathing (everyone, friendlies, enemies). Note that on default settings, enemies can use skipdoors in the same way your colonists can, so use with caution.
Auto-pathing through skipdoors only works for skipdoors on the same map.
Additionally, if the spot is unreachable without a skipdoor, pawns won't path to it.
Technical Details
RimWorld 1.6 marks the pathfinding calculation code with [BurstCompile], which optimizes pathfinding performance but also makes it impossible to modify with Harmony. This mod completely overrides the BurstCompile PathFinderJob and adds door-skipping pathfinding functionality. Therefore, this mod has minimal impact on performance but may have poor compatibility with other mods that modify pathfinding.
Compatibility
Works well in my mod list with 600+ mods. As long as a mod does not touch pathfinding, it should be compatible.
[b]Combat Extended/Character Editor/Cheat Engine[/b]
Yes!
[b]Pathfinding Avoidance[/b]
Compatible.
Please put this mod after Pathfinding Avoidance in load order.
[b]Do Not Avoid Fire[/b]
Incompatible.
[b]Giddy-Up 2[/b]
Generally compatible.
Pawns can pathfind through skipdoors normally, regardless of whether they are mounted or not. However, when they decide whether to mount an animal and which animal to ride, they ignore the skipdoors. This may cause pawns to choose to ride animals when crossing a distance that is physically long but short via a skipdoor, resulting in a roundabout path where they first move away from the skipdoor to mount an animal and then return to pass through the skipdoor.
[b]Other mod related to pathfinding[/b]
Ask me so I can check it.
Similar mod
My mod, which modifies the pathfinding system to treat Skipdoors as adjacent nodes, is compatible with all pawn jobs and offers better performance. If the compatibility issue mentioned in the previous section affects you, you can check the following alternatives.
If you are using any of the following mods, please do not use this mod. Their two-stage pathfinding system, where the pawn first goes to the skipdoor and then from the skipdoor to the destination, will make this mod useless.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3605522450]Skipdoor Pathing (Unlimited)[/url]
Functions of Skipdoor Pathing (Unlimited) are roughly the same as my mod. It doesn't touch the pathfinding itself; therefore, it has better compatibility with other mods that modify the pathfinding system. However, it has slightly worse performance.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3626074566]MigCorp - Skiptech[/url]
MigCorp - Skiptech adds a buildable portal and also supports teleportation using the VPE skipdoor. However, MigCorp - Skiptech's method of inserting portals into paths may have other compatibility issues. The performance of the heuristic algorithm it used depends on the layout of the base and the portals, making it difficult to judge how good or bad its performance is.
For more comparisons, check out their workshop page, where they may explain better :)
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fyahvk-cuna%2FVPE-Skipdoor-Pathing-Redux]GitHub[/url][github.com]