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Menthus

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Menthus15

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44 comments

  1. Menthus15
    Menthus15
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    Just as a heads up to anyone using Useful Paths: it only affects running speed(i.e., when you're holding shift) and the stamina drain that comes with it. Jogging and walking speeds aren't touched(although I may change that in the future and add configuration options).
  2. Daxh64
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    Hi Menthus, thanks for keeping the mod updated for us !

    I was just wondering if you will update the mod for the new type of grounds (Black Marble and Grey Stone) sorry it's the french translation for the blocks cause I can't find any wiki speaking about it yet).
  3. badvok666
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    after installing i can't get any speed increase on path or paved 
  4. Moltenhead
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    _
  5. Oden2005
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    Will this mod be getting an update for Hearth and Home?
  6. Nibelung44
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    Any possibility to show (with a toggle, not always probably) the paths on the minimap and big map as thick line (brown for dirt, grey for stone?) ? That would be awesome
    1. Acetaminophen
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      I second this!
  7. nonsonogiucas
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    Hi! Great mod and awesome idea first of all.
    Did some testing with the "path" and "level ground" options but couldn't make it work. Wooden floor works perfectly.

    I tested by cranking up speed to 2.0 for all the sections of the config (leaving stamina default).

    • Walking on wooden floor makes you break into a sprint basically, which is awesome
    • Walking on a dirt path created with "pathen" hoe function didn't result in any noticeable change
    • Walking on ground made level with the hoe again produced no noticeable difference in speed

    If anybody can repeat the experiment or confirm that the bug is on my end I'll just try and disable other mods until it starts working.
  8. mgreene0912
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    Love the mod, been using it for awhile now. Was wondering though, any chance you could add code in to allow Stone Roads to be built outside of the Workbench's area?

    Was going to create a mod myself, but I figured I'd check with you first since it'd make more sense to consolidate as much code per mod as possible. And seeing as this already affects a lot of how the paths work.. But I haven't actually looked into the code yet to see exactly where the Stone Pathway requires the workbench is set yet, so this could be in an entirely different section than what you are editing. 

    Let me know if it's something you're interested in adding, if not, I'll plan on coming up with something myself. Thanks!
    1. Menthus15
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      Definitely something I could look into and add as an option. Currently working heavily on Better Trader, so it may be some time before that happens!
    2. mgreene0912
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      Awesome! Between your mod actually making pathways useful and then being able to build them without the workbench, would finally open up all my 'Manifest Destiny' ambitions
  9. SkyLegacy
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    Does this mod work for players who don't have it installed on a server?
    1. Menthus15
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      It currently requires each client to have this mod installed and configured the same way. Once I've finished updating Better Trader, I'll be pushing optional versions of most of my mods to be compatible with MCE(Mod Configuration Enforcer).
  10. SkrumpyKnuckles
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    I set staminadrain = 0 for PavedRoad and it still used stamina (although quite a bit less than default). I think it may just be the game imperfectly capturing the pave job that I did though.

    Would love to see the jog/walk speeds affected. Also wouldn't be bad to see it for any player placed floor object (i.e give options for wood floor, stone floor, etc) so people could move faster in their base. Makes sense to me as you would move faster on those objects compared to walking around in nature.

    Thanks again for this.. donating now!
    1. Menthus15
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      I appreciate the support, thank you! It's strange that setting staminadrain to 0 wouldn't completely stop stamina from draining, so I'll look into that. I've been fiddling around with getting jogging/walking to work too, so we'll see how things turn out here shortly. I didn't even think to add movement boosts for wood/stone/etc, but that's a great idea so I'll look into including those!
    2. SkrumpyKnuckles
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      Yea, it may not be the mod.. Hard to say, but I don't think it is possible to get a perfect paved road easily. The spot I tested had a few rough "spots" that may have been triggering the slow down if it reverts back to raised ground (which I'm assuming is the same as "pathen" settings).

    3. Menthus15
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      There's still a possibility I can make the detection more consistent. I can change the 'range' in which I check for what type of terrain the player is standing on. I'll play around with it and see what can be done.
    4. gyrofalcon
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      *wrong "thread"
    5. gruey
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      If you set ground clutter to medium or high, you can easily see where it isn't fuly covered because there will be tall grass there.
  11. abcxyz
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    Just a headsup: the version number in the dll seems to be 1.0.0.4 -> because of that, NexusUpdate marks it as outdated.
    1. Menthus15
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      Thanks for bringing that to my attention! I'll get that taken care of.