边缘世界 RimWorld

边缘世界 RimWorld

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Walk the World
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Mod, 1.6
文件大小
发表于
更新日期
2.290 MB
8 月 11 日 上午 1:45
8 月 11 日 下午 8:07
4 项改动说明 ( 查看 )

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Walk the World

描述








[github.com]

FAQ


  • How do I enable mod?
    After loading mod, simply walk drafted pawns to the edge of the map - confirmation menu will pop up.

  • Is it mods compatible?
    Anything that affects map generation should be compatible — Walk The World relies on built-in map generation, so any mods that change it should be working on Exploration Sites, too

  • Is it multiplayer compatible?
    Didn't test it. Probably not. But try it, break it, and share the feedback, please!

  • Will there be more adventure mode stuff?
    Walk The World will only focus on making travelling map by map affordable, with as least gameplay changes as possible. Visiting friendly settlements, for example, will probably stay the most wild feature.

  • How can I add more quests to the trader?
    Trader's quests are filtered by Trader QuestGiverTag. Any quests with this tag could be given out by trader. Also, traders at settlements of tech level Spacer or higher can give Orbital Scanner quests.

  • Is it laggy?
    Every 64 ticks mod checks whether at least one selected drafted pawn is at the edge of the map. While this can affect large armies and colonies, it is safe to assume that any little thing can affect large colonies.

  • Is it compatible with X?
    There are a lot of mods on Workshop. I can't guarantee full compatibility, nor do I have the time to check it myself. Some reported that VFE could be compatible, some reported that Giddy-Up mounts are buggy. The best way is to make a backup save and test yourself, just like with all the mods.

  • Can I add/remove it midsave?
    Generally yes, BUT, when removing it, make sure that there are no Exploration Sites on the map left! Leaving them will throw errors or game freezes. Simply abandon all of them or get pawns out of there. After that it is safe to remove. One-time error still could occur when loading clean save first, but that's okay.

  • Will there be 1.5, 1.4 etc?
    No. Walk The World heavily relies on 1.6 Camp feature. I could backport it using Set-Up Camp or something else similar, but that would take too much time and effort, so, sorry :)

Special Thanks
Below is the list of people who supported my modmaking hobby by any contribution. Thank you!
  • Rado
  • SinnerPen
  • Conan The Civilian
  • EmptyMan

Support Me
You can also join that list above by any comfortable way:
[boosty.to]


Share Feedback
Feel free to leave a comment or open a discussion about any issues or ideas for the mod. However, if you want a proper feedback towards your ideas, please consider joining my Discord:
[discord.gg]
热门讨论 查看全部(4)
6
11 月 16 日 上午 7:02
Can I have a travelling team while the rest of the colony stays at home?
loxkardasia
4
11 月 1 日 上午 8:27
Incompatibilities
Just
1
11 月 1 日 上午 8:25
ore problem
SirDvorfDmTTV
202 条留言
UracosVereches 1 小时以前 
wdym, trashapanda? there's also a much better way that i implemented in my pull request for this mod. you can check if a pawn reached map's edge once it finishes walking to its destination, i.e. goto job. very cheap and infinitely more responsive. moreover, you won't accidentally load the new map just because your foot was barely over the edge while trying to walk to the opposite side. it happens quite often especially for larger groups.

this mod also must have a native compatibility with vehicles and giddy up mod aswell, since it's clear that many people are asking for this exact feature. shouldn't be that hard to implement, 90% of the code is already there

if this mod is abandoned maybe i'll release my own updated version with everything included from above
TrashaPanda 11 月 17 日 上午 7:13 
Assuming this is how it's done... why not instead of having the code check each pawn to see if they are on the map's edge, you just have the map's edge see if they have a drafted pawn on it? That way it's just one check every 64 ticks.
Tak 11 月 15 日 下午 7:15 
i checked setting default is 60 tiles, is just too small, maximum being 200 which is medium size, anyway to have bigger or max size? Vanilla large is like 320 x 320
Tak 11 月 15 日 下午 7:07 
walking world tiles are extremely small how to make it bigger? even used mods with much bigger sizes like 500 x 500, but any tiles you walk is like 100x100???
Monk 11 月 15 日 下午 2:00 
The joy of being British, when a popular mod only uses Imgur :(
ODevil 11 月 15 日 下午 1:21 
Damn, can't leave map with vehicles. Sadge
UracosVereches 11 月 14 日 上午 4:28 
Hey man, check out the github repo, thoughts on the pull request that I just made?
Atticus 11 月 5 日 下午 1:17 
Great mod, unfortunately runs into the same issue where most quests can't trigger without a colony map (even those that in no way involve a colony map), even from dev mode. Same goes for trying to accept quests from settlements.

Reaaaally annoying, but it's the base game's fault.
bruhdead 11 月 4 日 下午 3:13 
I wonder if in the future it will be possible to pursue the raiders who stole your settlers.
GOODYOB 11 月 4 日 下午 2:46 
Is it compatible with Vehicles specifically? I would image there's a lot of room for bugs with handling edge-to-edge map travel with vehicles