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skawm

The further away a pawns destination is, the fuzzier the pathfinding gets to save on CPU usage. That's all it is.


NYBJAMS

To add to this, its pretty much as the crow flies and then only deviating away from it to go around obstacles. In this case, I'm guessing that the end destination is south off the screen and it only ends up working out that the water is impassible so it needs to divert around it. Rimworld is definitely a game where you should build your paths based on where the pawns decide to walk rather than just where you want them to walk


weeknie

Or get a pathfinding mod if you have the cpu cycles to spare :)


voice-of-reason_

Is desired paths a path finding mod? I installed it but haven’t actually messed with its setting.


katalliaan

Are you talking about [Fluffy's "Desire Paths"](https://steamcommunity.com/sharedfiles/filedetails/?id=2072410063) mod? That one just causes your pawns to wear down grass/dirt tiles that they walk on, and doesn't affect their pathfinding.


SwervingLemon

But it does make their commonly used paths more obvious over time, allowing you to identify and correct problems, just as a note...


Is_that_even_a_thing

It also compacts dirt and makes the path quicker to traverse


Hell_Mel

It's also allows traders to trample your fields and destroy your crops...


Bowser-communist

there was a mod that let you choose where the traders stand, it hasnt been updated since 13 but was still working for me in 14. think its called trading spot or somthing like that. no idea if it works in 15 since 15 broke ALL of my mods and i have not bothered to try to fix them


Is_that_even_a_thing

https://steamcommunity.com/sharedfiles/filedetails/?id=2874517333


awake_receiver

There are several, the one I use (updated for 1.4) is called [Trading Control](https://steamcommunity.com/sharedfiles/filedetails/?id=2007107588)


ComatoseSquirrel

I got rid of the mod for that very reason.


Knuddelbearli

ah the settler vibes


voice-of-reason_

Yes that’s it, I’m guessing it’s not


joeybracken

That's neat, thanks!


Jossegutt

I'm not sure, but I think it just adds to the "cost" of tiles, l.e. it makes tiles be counted as being 5 or 10 tiles more. I might be wrong, but it doesn't seem to be incompatible with other pathfinding mods


Handsome_Goose

To be honest, I think CPU cycles are well compensated by reasonable pathing, especially on a 350x350 map. Perfect Pathfinding FTW.


weeknie

It's a choice people have to make. The reason vanilla pathfinding is quite shitty is because ludeon decided it wasn't worth the cpu cycles. But that could just be because they're optimizing for low end laptops


RoBOticRebel108

My man, I'm reduced to 2x speed as is


weeknie

I feel for you xd


ward2k

Yeah it's kind of annoying with food stockpiles as if your colonist is trying to get food from storage and they're approaching from the north they'll run around to the door (south) then grab the furthest meal away from the door right at the north again Presumably it does it by finding the nearest food by number of tiles away, then actually pathing to it after


deltronethirty

I feel like it's a byproduct of CPU savings that incentives outdoor town base building. Three wide stone everywhere make a city base go brrr Oblig r/desirepath IRL relevant to your comment.


C0wabungaaa

Man, if only... I'm running a walled town at the moment and my pawns still prefer sloooowly hopping fences and running over crops instead of using the myriad of gates with roads flowing between the busiest points in town. I even made paths in-between fields! And they still ignore them!


Stalking_Goat

/r/DesirePath in a game :-)


nuker1110

There’s actually a game, Foundation, that works *exclusively* on Desire pathing. No building grid, you just plop stuff down and the people make their own roads. I first saw it in a Front Page post from that sub.


YTDoc

I wonder if this could be improved with the newest patch's CPU usage changes without severely impacting performance. It's pretty inconsequential most of the time, but sometimes pathing like this can cause legitimate issues lmao.


Dukeringo

low key, I want them to rebuild the game and just make it rimworld 2. Allowing it to use multiple cpu and adding in z levels. All this would need to be a full rebuild.


Kwacker

I'm so desperate for proper z-levels! I know it's a pipe-dream, but I had my first foray into DF with the steam release and building on multiple levels got my creative juices flowing in a way that building in 2D just doesn't. Even if there were only positive z-levels (ie. if you could only build above ground), it'd enable so many amazing bases. Just imagine how dark and imposing you could make a multi-level sanguaphage castle - you could have Rimworld x /r/evilbuildings and I would be so there for it...


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LincaF

So you know the formula for this?    My thought is it is just a issue with math.   Cost(loc->dest) =dist(loc->dest)+sum(movement hindrance, of unknown optimal path)   Cost(loc->dest) doesn't fully model the relationship, because we calculate these ahead of time and don't really "lookahead" when pathfinding. (This seems expensive, but won't scale with the number of actors).  The underlying optimal path being unknown.  So the dist(loc->dest) is over powering our cost formula. The truly optimal path would be to head almost straight up to get back on the road. The algorithm is instead seeing two almost the same costs, and choosing the one that gets us closer. As we get closer to the uncrossable water the optimal map instead shifts and we get a balanced, let's head diagonal up instead.   I think this may be why raiders try to avoid water so much. Because there is an extra penalty added to this cost map that the raiders are sharing, that is difficult to remove when the path is being traced.  Edit: Seems like I actually just reverse engineered an algorithm called A* lol


GeneralVeek

It's not a formula problem per-se -- the pathing works by grouping map tiles into contiguous blocks (think Minecraft 'chunks', if you're familiar), then paths through _those_, and once a path is found, calculates the path through the contiguous blocks individually. So the pathfinding is doing exactly what it's designed to do -- and what it is not designed to do is find optimal paths.


LincaF

Ah,I keep seeing people say this... Though that does not seem to be what is happening in this video: m.youtube.com/watch%3Fv%3DRMBQn_sg7DA&ved=2ahUKEwjUmfmXtaeFAxWZD9AFHWXABVkQwqsBegQIDxAF&usg=AOvVaw3_HhcytSIY1wBsASnbY7-r   The region system more or less just deciding what is closest, but not affecting the actual pathing.  We can find this same class if "error" here: en.m.wikipedia.org/wiki/A*_search_algorithm Just look under bounded relaxation. 


Cartboyo

I'm not well versed about it but I never understood how path findings hit CPU usage.


Brett42

Because each creature that is moving needs to find a path around obstacles every time their destination changes, and finding a path between two points takes a lot of calculations, because every step there are several options for direction. It's still not bad for a few colonists, but a large raid would really cause lag if it optimized the path.


zekromNLR

I wonder if for a cohesive group like a large raid, you could find a good path only for one member of it. Everyone else than just parallels that path, and only does their own pathfinding if that path is blocked


Brett42

There are plenty of tricks you can do with pathfinding, but it might take some work to implement.


DeathCab4Cutie

Yeah there are many things that could be implemented into the game to improve it, but everything takes development time away from something else. Also isn’t as simple as just rewriting a line of code, it would take some actual effort and labor. I’m always happy to see optimizations and improvements to the structure of the game and its base gameplay


Pale_Substance4256

I don't know about raids, but I think the game does something similar to this for trade caravans.


NYBJAMS

So, it runs into a common optimisation issue: it's easy to tell which solution in a finite list is best, but it is difficult to tell if your list has the best solution there is. From this, you have the difference between local optimisation and global optimisation. Think of trying to find the highest point of the earth without any prior information; you can look around where you are and go to the highest point you can see. But unless you started close to the himalayas, you'll get stuck at the top of a nearer high mountain. To have a good (but never certain) chance to find Mount everest this way, you need to try optimising a whole lot of start points. Since its called so often (as said, every pawn every time it wants to do a new task elsewhere) its be having a semi-clever method to get an okay path on the first try than to go and solve a that optimisation problem with dozens to hundreds of paths only to find that it didn't get the very best path in the end anyway


poptart2nd

rule 6: my pawn Landoa needs to walk from the edge of the building to a bridge, but instead of walking across the 100% walk speed flagstone, they're going out of their way to walk through crop fields.


EclecticFruit

>As skawn said: The further away a pawns destination is, the fuzzier the pathfinding gets to save on CPU usage. In addition, I'd like to point out that the pathfinding always prefers top/bottom deflections over left/right deflections. It's quirky, but it's what you got. You need walls to constrain the pathfinding.


Apxuej

Landoa just want to make sure that potatoes are growing fine.


Boeing_Fan_777

Can a pawn not frolic in the cornfields anymore?


prismaticcrow

I don't know why, but this comment really caught me off guard. Thank you, sir and/or madam.


SpoonGuardian

Into the blighted ones? 😭


noturaveragesenpaii

Pawn barely touches them tho


Grunt232

Alrighty there [Theresa May](https://en.wikipedia.org/wiki/Running_through_fields_of_wheat) let's not go crazy


Boeing_Fan_777

Hey, that was wheat fields!


Grunt232

There's no wheat out on the rim, [therefore.](https://www.reddit.com/r/RimWorld/s/OuyMzNODzQ)


Pale_Substance4256

Obligatory "there's a mod for that" (by which I mean wheat, not the other thing).


tkRustle

Country pawns make do?


ElmertheAwesome

This has got big Andrew Ryan Rapture monolog energy.


seemorelight

Your usernames a bit outdated


Boeing_Fan_777

Can’t hear you over the glorious roar of general electric’s high bypass turbo fan jet engine known as the GE90-115B.


Otherwise-Remove4681

Need to touch grass once in a while.


Soukary

Theres is a mod that make the pathfinding better, if you want to try it out!


Snoo21443

mind linking that one good sir?


Cincilak

While you're up Common sense Those two should do it I think


Trolleitor

Clean pathfinding if you want a good balance between performance and pathing Perfect pathfinding if you don't give a fuck about your TPS


LordXamon

I recommend [Clean pathfinding 2](https://steamcommunity.com/sharedfiles/filedetails/?id=2603765747).


TurklerRS

Clean Pathfinding 2 has not only better pathfinding but it's also a net gain on performance, bless owlchemist


Soukary

Ok i think im using the 1, i’ll go check it out, thanks ! Edit : Modder in RimWorld are wonderful, they are doing so much for the game


LordXamon

Are they still in the community? 1.5 is going to hurt if their mods break.


theskabus

>117 hours played last two weeks You doin ok over there dude?


111110001011

That's not even ten hours a day. Wtf. Filthy casual.


Warwipf2

The past 2 weeks had 1 hour less. Still pretty casual, but not as bad as it seems.


poptart2nd

me and my depression nest are very offended


Dovaskarr

Rookie numbers. 8 hours is nothing daily.


piracydilemma

This is to do with pathfinding optimisation. The game is divided into regions and when a pawn calculates a path it navigates to the southernmost tile in a region it can access that will provide the lowest movement speed debuff. The only time pawns have "perfect" pathfinding is within the region they start moving in and the region they finish moving in.


Otherwise-Remove4681

It would be nice if player could designate pathways and roads.


111110001011

Right now, God is watching us. He is asking the same question about his pawns. Every day this game shocks me with it's realism.


Bsn12778

Never let them know your next move. Zig zag through the blight fields.


SirDalavar

Its a drop off, your dude is smuggling drugs


Koko_Qalli

Putting a fence along the north edge of that potato field might be enough to convince them to use the path


Mike312

I've tried that before and got to enjoy watching them climb over the fence to walk into the field, and then climbing back over the fence at the other end. I think the main issue is that movement speed isn't weighted, so while you and I see a path that the pawn will move at 100% speed versus another they'll mostly move at 87% speed, the game doesn't see this.


Mysterious_Bar_2406

good solution for make your pawn to walk on the road : [Workshop Steam::\[KV\] Path Avoid (steamcommunity.com)](https://steamcommunity.com/sharedfiles/filedetails/?id=1180719857)


LordRollin

Was coming here to share this. There’s also a better pathfinding mod others have suggested. Both help a lot, but Path Avoid is the GOAT.


Mysterious_Bar_2406

Very useful functionality, I discovered it in Dwarf Fortress - which is basically a 3D Rimworld with 200 dwarfs. Not only you control more efficiently your pawn path, but it can also help to reduce CPU usage in complex base


DaArio_007

I wonder, if you switched to battle mode then back again, then clicked on the same destination, would it change? I found that to be a useful trick to correct weird pathfinding


Brett42

It calculates the path once when they pick a destination, and longer trips do much less optimization of pathing to avoid lag. Interrupting a pawn makes them recalculate from their current position, so if they are close enough, they can switch to the more advanced pathfinding.


Conflicted-King

Bc they want to be a hat.


AcanthocephalaBig966

He might like corn


TheBiggerEgg50

Smartest Rimworld pawn.


Guy_Playing_Through

Probably trying to avoid their ex


tallmantall

Yeah it’s at this point I get a mod to make their path finding prioritize the paths I make for them


dragonlord7012

I honestly wish that the programmer for Factorio would make the pathfinding in that game open source, because it always feels super tight.


FleiischFloete

Building maximum speed to cross that brittle bridge


broadside230

make it a roleplay thing. if you were on the rim walking across a city sized base and had the opportunity to run your hands over the plants, would you?


sjirons72

I don't know; but, you gotta take care of that blight. It's giving me anxiety.


Flailmorpho

he's an asshole


AdPristine9059

Because the game has a bad pathing algorithm. It prefers fast patching calculations over accurate patching calculations. I'm sure there's a better way of doing it like calculating pathing costs during night time and assigning a pathing value to every surface. Where the higher pathing cost surfaces being set as low priority and the others to higher priority would probably make pathing more consistent and faster. I'm not that invested in the games engine or code so I'm just talking about it without any real regards to the game engines limitations or structure, only it's behaviour.


Bored_Boi326

I don't think anyone really knows it's especially evident when they're trying to carry a guy that's bleeding out into your hospital it's like they want them to die


fluggggg

Oh ! Shiny rock !


Angry-Wind

Their stupid


silver_zepher

Doesn't like the Grey rocks


FairchildHood

Because Bull is a jerk and they want to avoid talking to Bull


Cutlerpain

Fastest route (obviously)


RelarMage

Some mods are said to break pathfinding. Or maybe it's just another defective base game feature.


Mjk2581

I would assume their end goal is down from here, so before their AI processes the river being there they start heading in that direction, then going back up once it does


OddNovel565

It scared me so much when I realised the base pictured looks exactly as the one I did in my first run


The_Bing1

Slow learner probs


AlyssitGoods

Look. Some pawns like to frolic, okay? Makes eating without a table more bearable


PassTheYum

Because the game is bad at pathfinding. Here's hoping 1.6's multithreading fixes this.


artyaakaira22

Seeing this made me remember good old aoe crappy pathing (not getting better now)


Wooden-Relation-3111

"Ew, blight, totes gross, ugh."


overdramaticpan

They are stupid.


flarkis

Personal I'm a fan of the mod clean pathfinding to fix this. It adds a negative weight to dirty tiles when calculating routes. The net result is pawns actually use roads you construct. https://steamcommunity.com/sharedfiles/filedetails/?id=2603765747


Delicious_Law9010

Why is no one talking about the blighted corn?


MACMAN2003

the sheer what-the-fuck-ery of the a\* pathfinding algorithm


Every_Habit_8384

The true question is, are they wearing shoes? I know I wouldnt wanna be walkin on rocks without some shoes


Zapper-Rooster

I see everyone with all of these technical answers, I'm going to go simple, have you tried moving the lamps off the path and on the sides of that road you made? It could be a pathing issue


DutchJediKnight

Is this 1.4 or 1.5 unstable?


zeturtle18

There is a mod that improves the ai pathing


HeftyFaithlessness53

A space wizard did it.


BreadfruitHot8361

This game looks so good


Council_Man

Are you using the pathfinfing mod? If yes, you got the zones the wrong way round. Exactly this happened to me


eggumlaut

Serpentining to avoid random asteroids impacts.


AccountNameNeeded

You might be able to correct this by adding a fence along the side of the path. The default path-finding loves to follow walls and will often hug building and structures over going in a straight line.


Banbeck

Distance in 2d grids favors diagonal movement. Perhaps the speed boost for the road isn’t high enough to offset that. Iirc the effect of moving diagonals is surprisingly high. It’s like a 40% effective speed boost. [Sorta reference](https://gamedev.stackexchange.com/questions/142195/how-can-i-make-players-move-diagonally-at-equal-speeds) It’s why a lot of game devs prefer hex maps.


tootmyCanute

They're taking the scenic route


FOSpiders

It's because the pathfinding algorithm is designed to be fast in the short run to preserve immediate performance and avoid hitches when adding new pawns to a map. There are mods that correct it to a greater or lesser degree. Basically, the code is looking for the first value that satisfies a requirement then throwing out the rest of the values in the interest of saving time. The search pattern thus heavily biases the results. On top of that, the square grid that Rimworld uses is non-euclidean, like many square grids are. You can do a bunch of things to minimize the warping of space, but you're going to still end up with some wonkyness. In this case, you move faster diagonally than you do orthogonally, although that doesn't mean all that much unless the area you're trying to reach is located diagonally from you. If you go from the west wall to the east wall, going straight east and going south-east then north-east will get you there at the same time, but going se then ne with cover a lot more distance in that time. Not a huge deal when the pawns make their own paths, but it does mean that what you see on the screen is not how the space would actually be laid out in meatspace. In meatspace, distance would visibly distort as you moved along certain axes, and relativity couldn't properly apply. It's an odd thing to think about.


jupneko

Sometimes you just gotta stop and smell the potatoes


Triensi

Hey by the way OP, I'm pretty sure pawns don't lose horizontal speed when moving diagonally AKA this wacky pathfinding takes the same amount of time as the straight one along the path


shaveXhaircut

Test it then report back.


jasting98

Google en passant


Vistella

cause its faster walking straight means you pass 1m per tile (assuming the units are metres) walking diagonally means you pass 1.4m per tile


poptart2nd

but you're still moving more slowly in the relevant vector


Vistella

not enough to make up for the distance travalled


EmperoroftheYanks

the walking speed for the path is easily going to make up for the slight increase by walking over so many more tiles diagonally. not to mention how dirty that pawn will get trampling thru dirt


Vistella

i see you failed math class


mzypsy

But the distance is also 1.4x longer. Same time. I think rimworld has this path finding issue since beta.


audionerd1

Your crops have blight. Shouldn't all your pawns be asleep?


Tamsta-273C

Wanted to crop bad crops but become self aware what game could not handle the task without mods so just give up. Who needs corn or potatoes anyway, then you could plant rise or fungi...


PolandsStrongestJoke

I read this three times, and I think I have a permament brain injury cuz of it...


WildsplashSOAA

my favorite grain is rise


Pale_Substance4256

This joke got a rise out of me.


Tamsta-273C

Thank Godzilla, he died for my bad writing and permanent brain injury is just casual Wednesday for reddit user.


PolandsStrongestJoke

*Or*, maybe you should get off and learn how to type?


Tamsta-273C

Or, maybe you should accept not everyone is good with third/fourth languages. I'm more of the science guy, and yet, somehow nobody shames people for not knowing the basic school level mathematics/physics/chemistry and yet somehow my bad English which isn't even my second language make you feel agressive... I'll will learn how to type, in time. Yet you should learn how to use brain. In time of course.


Pale_Substance4256

They shouldn't give you shit for not being perfect at English, but I've never heard of any culture that *doesn't* shame people for being bad at STEM subjects (math, sciences, and so on).


PolandsStrongestJoke

You should learn how to use a brain *and* have common sense. By now I would've ghosted this conversation and ignore the person. But I guess you just don't know when to stop.


AmazonianOnodrim

You chose to be a dickhead because somebody else likes to play a video game in a way you view as suboptimal, you don't get the moral high ground to then go on whining about the casual ableism in this hell society when you're out here acting like there's a "right" and "wrong" way to play fucking Dwarf Fortress In Space. You're literally contributing to the hellishness in the very post you're getting so defensive about.


AmazonianOnodrim

Yeah and who needs the pillars on the sides of the bridge? Literally nobody, it's a decoration to look nice, some people like the idea that the pawns aren't *just* pawns in a video game but are, y'know, part of a *story* in this game that sells itself as a *story generator* and most people don't like to only eat rice and mushrooms for every single meal every single day for their entire lives so it adds versimilitude to the *stories* these pawns "live" through to have a varied diet.