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MigCorp - Skiptech

[b]MigCorp - Skiptech[/b] adds buildable [i]skipdoors[/i] to the game, allowing your pawns to instantly teleport to other skipdoors on the same map, with more Skiptech coming soon (or whenever)! [list] [*] Inspired by [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3011764218]Better VPE Skipdoor Pathing[/url]. [*] Built standalone for players with or without DLC. [*] Designed for large, sprawling colonies. [/list] If your pawns take half a day to travel across the map for tasks, build a couple of skipdoors and they will [b]automatically[/b] "skip" between them to shorten the trip. [img]https://i.imgur.com/t62ddYT.gif[/img] Also compatible with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2842502659]Vanilla Psycasts Expanded[/url] skipdoors! [img]https://i.imgur.com/igHL5dZ.gif[/img] Features [list] [*] [b]Buildable skipdoors[/b] Buildings that automatically link to each other for teleporting. [*] [b]Pawns automatically use[/b] skipdoors if it makes the trip shorter. [*] [b]Compatible[/b] with all(*) jobs and drafted actions. (*See Compatibility for exceptions). [*] [b]Fast[/b], for late game performance. [/list] How to Use [list] [*] Research [b]MultiAnalyzer[/b]. [*] Build and power a skipdoor (found under Misc). [*] Build and power another skipdoor. [*] Repeat step 3. As much as you want or need. [/list] [img]https://i.imgur.com/lsVdfO6.gif[/img] Limitations [list] [*] [b]No teleporting to another map.[/b] Skipdoors are only linked locally. [*] [b]No teleporting to isolated rooms.[/b] Pawns will only use skipdoors if their destination is also reachable without them, for performance reasons. (Believe me, I tried... it turned the game into a slideshow). [*] [b]Pawns may make sub-optimal pathing decisions.[/b] The mod uses an estimated guess or "heuristic" to look for shortcuts using the skipdoor network. This "guess" sacrifices accuracy for speed / performance. Try relocating the skipdoor(s) until they make the right decisions. (For more information on how the pathing check works, check the wiki [todo]). [/list] Compatibility [list] [*] [b]AutoBlink[/b] - Since Skiptech alters a pawn's destination, AutoBlink may cause the pawn to blink to the nearest skipdoor rather than straight to the original destination (I'm looking into ways to mitigate this nicely). Other than that, the two seem to play nicely. [/list] (Skiptech doesn't touch the Pathfinder or Job systems. It should work fine with other mods unless they tinker with [i]destinations[/i] or [i]PathEndModes[/i]- or if a Job does [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FZaljerem%2FHospitality%2Fpull%2F3]weird[/url][github.com] things.) Similar Mods Below are a couple of similar mods that also do pathing for VPE Skipdoors. The current advice is to only run one pathing mod at a time to avoid behavioral conflicts. I am looking into methods to make VPE Skipdoor pathing optional in Skiptech however, so that advice may change. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3645096243]VPE Skipdoor Pathing Redux[/url] A true successor to the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3011764218]Better VPE Skipdoor Pathing[/url] mod. This one deals directly with the PathFinder, injecting VPE Skipdoors as adjacent nodes for best performance. Its patching method is quite aggressive however, so there may be incompatibilities with other PathFinder impacting mods (see their description for more details). If you only need pathing for VPE Skipdoors, this would be the one to use. [u]Requires: Royalty DLC + Vanilla Psycasts Expanded[/u] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3605522450]Skipdoor Pathing (Unlimited)[/url] Another alternative, this one uses the Job system to prepend skipdoor pathing tasks on the job queue. Like [i]VPE Skipdoor Pathing Redux[/i], it also requires the VPE Skipdoors. If [i]VPE Skipdoor Pathing Redux[/i] has issues with must-have mods in your list, this could be an alternative. [u]Requires: Royalty DLC + Vanilla Psycasts Expanded[/u] FAQs (probably) [b]Q: Is it safe to add mid-save?[/b] A: Yes! (thanks to the brave souls who tested it) [b]Q: Can I safely remove it from a save?[/b] A: "Yes". You'll most likely get a bunch of once-off errors in the log on load, but nothing should persist or break saves. [b]Q: Do you have to build skipdoors in pairs?[/b] A: Nope! Every skipdoor is linked to every other skipdoor on the local map. [b]Q: Can enemies / animals use the skipdoors?[/b] A: Yes. By default [i]everyone[/i] can use it. There are settings in the mod options to change this though. The same pathing restrictions apply (they must be [i]able[/i] to reach their destination on foot), except for roped animals which will always follow their leading pawn, no matter the settings. [b]Q: Do enemies try to destroy skipdoors?[/b] A: Nope. They will use the skipdoors if they can, otherwise they will ignore them. [b]Q: Why are my pawns waiting on a skipdoor before teleporting?[/b] A: Either their entry or exit skipdoor (or both) are unpowered and need to charge up internally, adding a delay. They may also get "skip-shock" if they skip with them while unpowered, so don't be a cheapskate - just power them (only applies to the Migcorp variant). Known Bugs / Issues I did my best to make sure it doesn't break saves, crash to desktop, or commit felonies, but if you find errors or issues, post them in the discussions [b]with the debug log[/b] (if applicable). [list] [*] Insectoids... [/list] Todo / Plans [list] [*] [b]Skip-Shock![/b] Power your damn skipdoors or suffer! [b]Done![/b] [*] [b]Wiki[/b] Explain some more technical details, and give progress updates on fixes / new features. [*] [b]Visual indicator skipdoor state[/b] Tell at a glance if a skipdoor is under-powered, powered, or charged. [b]Done![/b] [*] [b]Better heuristic[/b] Hopefully more accurate without a huge change in performance. [*] [b]Cleanup code[/b] First time modder and C# coder, so it's pretty janky. [*] [b]Skipgates[/b] Large structures that allow manual teleporting to skipgates in other maps (and maybe with enough research, anywhere in the world). [*] [b]More Skiptech[/b] There was a bunch of other "skiptech" I was gonna add to this, but I kinda lost interest. I might revisit them later though. [/list] Localizations [list] [*] [b]Chinese[/b] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3630189735]MigCorp - Skiptech zh-pack[/url] [i](thanks 恰似宛然一笑生花)[/i] [/list] About I really enjoyed the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2842502659]Vanilla Psycasts Expanded[/url] skipdoors, especially when paired with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3011764218]Better VPE Skipdoor Pathing[/url]. Being able to make big sprawling bases without having pawns travel the whole map was a game changer for my longer running colonies. Unfortunately, the awesome optimizations that came with 1.6 were incompatible with the equally awesome Better VPE Skipdoor Pathing mod, which meant no more shortcuts for the pawns. Plus, my newer playthrough had less focus on psycasting, so I decided not to run VPE for this one. Still I thought, "wouldn't it be great if someone made a standalone Skipdoor mod with automatic pathing?" ... so I did. I was happy just keeping the mod to myself, but my spouse and cats bullied me into releasing this mod to the public (something about sharing and giving back to the community), so enjoy! Disclaimer This is my first mod. I had to learn how to code in C# and mod Rimworld for this one, so it be janky.[/b] Github: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FTheMiggiestMig%2FMigCorp-Skiptech]https://github.com/TheMiggiestMig/MigCorp-Skiptech[/url]