RimWorld

RimWorld

Rails and Roads of the Rim (Continued)
138 kommentarer
Ruffles For 20 timer siden 
oo??? .6 update?? gimmegimmegimme :rwslugcat:
Mlie  [ophavsmand] 19. okt. kl. 2:56 
@HighFlyer96 Please see the Reporting Issues section described above
HighFlyer96 19. okt. kl. 2:53 
Am I the only one having issues with transport pods with this mod? I'm able to launch them, but they won't move on the world map and are stuck on the tile they're launched from.

Just updated to 1.6, used to work in 1.5.
PlayerZeroFour 11. okt. kl. 10:35 
@TheyCallMeVincenzo I did that last month and it worked fine with no issues, but I don’t know if you’ll have to research stuff again. That happened to me when I added VE furniture.
Vampiresbane 8. okt. kl. 11:54 
@TheyCallMeVincenzo The existing roads and built roads should still work. Now if you go the other direction, the rails would be deleted and/or the game wouldn't load.
TheyCallMeVincenzo 2. okt. kl. 22:27 
Thanks bossman.
Mlie  [ophavsmand] 2. okt. kl. 22:01 
@TheyCallMeVincenzo Probably fine, havent tried
TheyCallMeVincenzo 2. okt. kl. 21:53 
Just a hypothetical. If I were to sub to just Roads of the Rim, and then decided to switch to Rails and Roads and then get a train mod, would Roads and Rails slot in fine because it's overwriting the already established Roads of the Rim code?
PlayerZeroFour 12. sep. kl. 8:50 
Theoretically this could be done with a map editor mod and a bunch of effort, but I was wondering if there was a mod that automated it.
PlayerZeroFour 12. sep. kl. 8:49 
Like an automatic map editor that will generate a temporary world based off of the existing world’s settings and your current mod list and settings, then add the selected features from the temporary world to your world where applicable.
PlayerZeroFour 12. sep. kl. 8:45 
That said, is there a mod to generate new world details w/o regenerating the world? Like it just figures out where the specified features would be placed and places them where it isn’t incompatible?
PlayerZeroFour 12. sep. kl. 8:44 
Replacing RotR (continued) with this appears to have worked just fine and none of the stuff added has disappeared.
Mlie  [ophavsmand] 11. sep. kl. 23:35 
@Orod Please see the Reporting Issues section described above
Orod 11. sep. kl. 20:13 
I have an issue, when i make them build roads theyll just stand still and sleep
Mlie  [ophavsmand] 11. sep. kl. 12:49 
@PlayerZeroFour Should work, just the settings will be reset
PlayerZeroFour 11. sep. kl. 12:45 
If I already have roads of the rim installed, can I install this mid game?
bunx2021 2. sep. kl. 10:03 
Hi! I'm curious how the work per second is calculated during working hours on roads?
Is it strictly tied to colonist's construction level, or are there other attributes taken into account?

Apart from bringing in more people, is there anything you can do to speed construction up(Besides not using AISR2G)?
Do higher construction levels, via Endless Growth mod impact the speed past lvl20?

Thanki in future ^-^
Cat Kraken 31. aug. kl. 8:25 
thanks for answering have a nice day
Mlie  [ophavsmand] 30. aug. kl. 22:52 
@Cat Kraken No idea, never used that mod
Cat Kraken 30. aug. kl. 16:51 
does this mod work well with empire?
Mlie  [ophavsmand] 24. aug. kl. 7:03 
@Tzeentch Bot Again, you will have to link to these various mods that add these custom mech types.
Tzeentch Bot 24. aug. kl. 6:57 
Also, is it supposed to be that my constructoids and all the other similar mechs for construction from various mods ( for example, the Dead Man's Switch ) contribute zero to road construction while LIFTERs and other hauling mechs do?
Tzeentch Bot 22. aug. kl. 9:42 
Mlie  [ophavsmand] 22. aug. kl. 1:09 
@Tzeentch Bot I dont know what mod that is. Perhaps if you linked to it I could take a look what skull system it uses
Tzeentch Bot 22. aug. kl. 1:00 
why is my 16-construction-skill VRE-Android Colonist stated as 0-construction-skill so it can't build anything better than stone road+ as though this mod cannot correctly detect gene-related skill offset. it builds really fast though just as a master builder.
Mlie  [ophavsmand] 20. aug. kl. 21:56 
@Frostridge_Dragoone Please see the Reporting Issues section described above
Frostridge_Dragoone 20. aug. kl. 20:50 
how bout not makeiing the map reload every single tile were the rail is built?
Mlie  [ophavsmand] 4. aug. kl. 1:16 
@Drunken Eagle Please see the Reporting Issues section described above
Drunken Eagle 4. aug. kl. 0:36 
Found a error:

Happens when the caravan is on the world map and you press Construct button, spawns the moment construction menu with road types opens up.

https://gist.github.com/HugsLibRecordKeeper/f4ddc01a79f0c322d264df8c64cdb270

Error is in line 108 of the log
KomejiKoishi 3. aug. kl. 6:11 
thanks for update
Alandauron 24. juli kl. 13:00 
@Mlie, apologies. I read over everything but didn't look at the big "buttons" at the top where it should have made it more obvious...
Vampiresbane 22. juli kl. 13:50 
@BLAZE_WRAITH Submit a bug ticket to Mlie according to the bug submittal description in the mod description. If he cannot do it here, you may have to contact the folks that work on Vehicles Expanded or the Vehicle Framework. It might be their mod or this mod that does not support it.
BLAZE_WRAITH 22. juli kl. 7:39 
is there a possibility to allow vehicles to go across ocean roads, cause my island colony cant really get across even a glitter road over the ocean
Mlie  [ophavsmand] 21. juli kl. 11:31 
@Alandauron The description has that info
Alandauron 21. juli kl. 11:29 
Can this be added later on in a save? I love building roads, but typically wait until later in a run to build roads anyway. As long as this can load mid-save it's a non-issue.
BLAZE_WRAITH 20. juli kl. 8:46 
great, not even glitter roads allow my vehicle caravan to cross over
Mlie  [ophavsmand] 18. juli kl. 23:15 
@Rovstam Good that youve found a way to enjoy the came
Rovstam 18. juli kl. 22:37 
Taids -> Raids
Most mood problems*
Rovstam 18. juli kl. 22:37 
If you bought the game, you can just... you know... But I can't say more without getting beheaded. I did it myself and am ENJOYING that damn ship so much. And for tech, if taids get big just lower the threat scaling and get some researcher pawn. Ideology gets rid of mod mood problems and allows you to "summon" new pawns magically. Save scum until you get said pawn, done.
Mlie  [ophavsmand] 18. juli kl. 22:12 
@Rovstam Sure, unless you dont have bought the dlc, or dont have the tech.
Rovstam 18. juli kl. 22:06 
Nah with the new shuttle caravans and literally useless now.
Mlie  [ophavsmand] 17. juli kl. 21:43 
@Rovstam Ive already answered this
Rovstam 17. juli kl. 12:41 
When will 1.6 come i need a god daemn road :cozybrawlhalla3:
Mlie  [ophavsmand] 16. juli kl. 3:49 
@rafaeloo See my last comment
rafaeloo 16. juli kl. 2:45 
1,6?
BLAZE_WRAITH 14. juli kl. 15:04 
havent tried that. though my colony is a vehical focused one
Vampiresbane 14. juli kl. 9:32 
@BLAZE_WRAITH Hmm, can you walk across them using a regular caravan? Might be something you submit as a bug to either Mlie or to the folks that do the Vehicle Framework mod.
BLAZE_WRAITH 14. juli kl. 1:13 
yep, but i cant travle across them with a vehicle caravan
Vampiresbane 13. juli kl. 7:50 
@BLAZE_WRAITH You should be able to. Do you have all the resources you need and the research unlocked?
BLAZE_WRAITH 13. juli kl. 4:59 
ooooook, it seams i cant build across the ocean with rails...damn