边缘世界 RimWorld

边缘世界 RimWorld

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[DHM]ZiplineMod
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Mod, 1.6
文件大小
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更新日期
178.240 KB
5 月 22 日 上午 3:12
9 月 27 日 下午 1:00
17 项改动说明 ( 查看 )

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[DHM]ZiplineMod

描述
@@@@ Zipline Usage Guide @@@@

Q. It seems to get stuck in an infinite loop!!
→ This happens when the distance between ziplines is too short. Pawns may enter the middle area and repeatedly attempt to board.
→ Solution: Adjust the “departure point validation” setting. If the distance between the starting and target ziplines is less than twice the set value (e.g., 10 if the setting is 5), the issue should be resolved.

Q. The zipline doesn’t seem to be used properly!!
→ If the search range for accessible ziplines is too small, pawns may just walk instead of boarding.
→ Increase the search range in the zipline settings.

Q. The zipline feels too short...ㅠ
→ Increase the valid distance setting.

Q. Movement speed feels too slow.
→ Increase the speed setting.

Q. I don’t know how to transport items.
→ Item transport works from storage to storage. Make sure there are properly placed storage zones right next to both the departure and arrival ziplines.
→ Only items allowed in the destination storage can be delivered, so double-check the filters.
→ If you don’t set a “target” on the departure zipline, transport won’t begin. When transport is active, it will be marked as “Activated”.

......................................................................................................................................................

Update Notes – 2025.09.28

When mounting, graphics are calculated once; during movement, only cached graphics are loaded.

When mounting, direction was previously recalculated on every movement tick; now it is recalculated only when transitioning between junctions.

Instead of fetching all pawns on the map and filtering by job, filtering is done only on pawns whose current toil is not LayDown.

Most data is recorded at the time of mounting; during movement, only cached records are retrieved.


........................................................................................................................


Update Notes – 2025.09.24

Support for ziplines on RimWorld 1.5, which caused bugs, has been discontinued. Only version 1.6 is supported.

The previous pathfinding system has been completely revised.

Safety distance requirements and restrictions on building-adjacent placements for ziplines are now disabled.

In-game mod settings now allow you to adjust zipline speed, number of connections, and other parameters. Changes can be applied in-game by saving and reloading.

Ziplines adjacent to storage buildings now enable logistics functionality.

Selecting a zipline connected to the network allows items to be transported to that location.



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This mod was inspired by the zipline system from the game Death Stranding.
I've done my best to eliminate bugs, but if you encounter any, please leave a comment.

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The reason there's no power consumption is that this building becomes available after researching Transport Pods, and the concept is a short-distance transport system that doesn't require power. We will review this part in the future.

We also plan to allow enemies to use the zipline in events, but for now, only the code has been written. We will update this feature if possible in the future.

Tired of sluggish movement in your RimWorld colony? Revolutionize your base's mobility with the Zipline! Instead of long, tedious walks, your colonists can now zip across your base and reach their destinations in the blink of an eye.

Whether it's hauling resources, responding to emergencies, or expanding your base, the Zipline helps your colonists achieve peak efficiency in every situation. It's fast, convenient, and will completely transform your RimWorld experience. Install it now and soar into a new era of colony management!

Zipline Usage Conditions
There's one important condition for using the Zipline: A portion of the colonist's current job path must fall within the radius of both the Zipline's embarkation (start) point and its destination (disembarkation) point. This means colonists will only use the Zipline to shorten their travel time if their intended work overlaps with the Zipline's route. This system prevents unnecessary Zipline usage and encourages strategic placement.

Key Features:
Blazing Fast Travel: Experience unprecedented movement speed in RimWorld.
Strategic Flexibility: Gain a tactical advantage in positioning colonists and goods.
Boost Productivity: Maximize overall colony efficiency by drastically cutting down travel time.

Bugs / Suggestions
Please report any issues or feature requests via the Comments or Discussions tab.

Credits
Developed by DRILLED_HEAD
Texture : made by seobongzu

Inspired by improved funerary mechanics and aesthetic storytelling

☕ **Support the Developer** ☕

[buymeacoffee.com]


If you enjoy this mod, consider buying me a coffee! Your support helps me create more awesome mods for the RimWorld community.
热门讨论 查看全部(1)
5
7 月 6 日 上午 2:39
not work in 1.5 now (resolved)
RedFlag
116 条留言
Hirdman 10 月 15 日 上午 8:02 
ok, one of my paws was "trapped" inside the zipline. xD completely hidden. I think this was the cause.
Hirdman 10 月 15 日 上午 7:34 
It happens specifically when when the line is connected and a pawn travels between, and I keep the camera on it. Almost zero frames. As soon as I disconnect the lines, the game goes up to normal frames.
Hirdman 10 月 15 日 上午 7:30 
I don't understand why. For some reason, the game crawls to a halt when I set this up. I can't for the life of me understand why. Everything slows down massively. I also hear this rapid "clinking" sound "clink-clink-clink". What am I probably doing wrong?
★茨木犬走椛蛮奇★ 10 月 1 日 上午 6:44 
I beg you to release the version compatible with 1.5 again; I don't want to lose my game progress.
정말 정말 부탁드립니다 ㅠㅠ
Drilled_Head  [作者] 9 月 30 日 上午 9:25 
dolto : 저장고모드랑은 맞지만, 픽업엔하울은 호환이 안됨. 모드를 300개 쓰고 있는데, 아직까지 문제는 없음. 픽업은 별도의 아이템컨테이너를 사용하여 작용하기 때문에 어쩔 수 없음 ㅠㅠ
dolto 9 月 30 日 上午 8:23 
좋은 컨샙의 모드지만... 픽업엔 하울이나 저장고모드랑 뭔가 안맞는 부분이 있는듯 싶네요...

적용시키고 즐겁게 플레이하다가, 갑자기 렉이 엄청나서, 뭔가하고 GPT한테 물어보니까, 재료를 운반하려고 했는데 해당 재료가 증발한 사태라는 에러였고, 모집 후 물건을 수동으로 집은다음, 버린 후, 모집 해제를 하니까 제대로 플레이 됨...

이후로도 아주 잠깐 틱이 막 40정도 되는 순간이 있었는데, 무시하고 즐겁게 플레이하다, 종료후, 다시 들어오니까, 유니티 에러뜨면서 불러오기가 안되더라구요... 해당 모드를 빼고 다시 불러오니까, 세이브가 깨진 상태지만, 불러오기는 되고...

어쩼든 세이브가 터져버렸으니... ㅠㅠ
Prettymuchblue 9 月 28 日 下午 9:21 
Thanks! @dewa and @UB-32 thought I was going crazy couldn’t find the zip line to build turns out the name file was the issue!
Dewa 9 月 24 日 下午 8:28 
For anyone needing to rename the Defs folder, go to

[whatever disk your rimworld is installed in] > steamapps > workshop > content > 294100 > 3485689998 > 1.6
unclefood 9 月 24 日 上午 9:06 
Cheers <3
Drilled_Head  [作者] 9 月 23 日 下午 11:43 
UB-32
If changing the folder name doesn’t cause errors for other users, I recommend changing it directly.

一空输,出动!
With the latest update, the restriction regarding nearby buildings has been removed.

unclefood
This issue has been fixed in the latest update.