边缘世界 RimWorld

边缘世界 RimWorld

Walk the World
203 条留言
Swan 4 小时以前 
UracosVereches
it looks like he only checks discussion posts and not this thread
UracosVereches 6 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
Straug 10 月 31 日 上午 9:23 
@creg its because the hosting site refused to take part in the new laws so turned off service in the uk.
beetlecat 10 月 30 日 下午 1:50 
Alright. Now this is pretty cool.
Creg 10 月 30 日 上午 11:56 
wtf British government why are all the images not viewable in my region? Hardly like this is a sex mod.
Haydons 10 月 30 日 上午 5:22 
Rimworld mods are getting to peak
Violence Enjoyer 10 月 29 日 上午 7:08 
please make compatability with giddy up and vanilla vehicles
DanZinagri 10 月 24 日 上午 6:15 
This seemed to have a small issue for me where i did a normal caravan travel, i hadn't really messed with this mod much yet, so when i got the popup i hit yes, this caused it to popup again to send me back to the previous tile.
The biggest issue is apparently it decided to delete all my caravan animals in the map transition, and obviously going back to the previous map didn't work.
Recflet 10 月 20 日 上午 12:16 
nice mod, thanks
But, I don't know how it works with the original mecha-oids, and mecha from the Dead Man's Switch mod just stay on the last map and don't go anywhere
c.bundy99 10 月 19 日 下午 1:41 
Really cool mod, but for some reason the generated tile will not disappear for me nor can I abandon them. I've removed all mods that affect world gen but it still happens. Guess it's incompatible with faction mods?
mashtong54 10 月 15 日 上午 11:27 
i might need to to make save our ship 2 shuttles to behave better.
✪ Rick ✪ 10 月 11 日 下午 1:12 
finally - now i can be like Jules at the end of Pulp Fiction
Droider 10 月 8 日 上午 8:57 
does this work with wasd pawn?
meyermagic 10 月 7 日 下午 4:48 
Love this mod! It'd be cool if the generated tiles tracked some basic stats across deletion / regeneration. Ie, starting food vs remaining food, starting animals vs remaining animals, starting ores vs remaining ores, and then removed generated plants / animals / ores according to the tracked ratios + time elapsed (for plants & animals, ore would be gone forever), so that you could forage on neighboring tiles without having to remember which ones you used and when for fair play.
Ascythian 10 月 4 日 下午 1:50 
Derrick da Fox 10 月 2 日 下午 7:34 
Would really love compatibility with VVE
Surresatan 10 月 1 日 上午 12:32 
Anyone know if there is a sub mod for vanilla vehicles expanded for this mod?
Breen 9 月 27 日 上午 9:35 
caves of qud!!!
2011 OEM Dell Mouse Gaming 9 月 25 日 上午 11:41 
Hello! I'm making myself a mod pack that overhauls Rimworld into a "Dwarf Fortress Adventure Mode" with this mod as one of the focal points.

So far I've added
- Walk the World
- Echoes of the Rim
- Item Ownership
- WASD Movement
- Run and Gun

Are there any mods you can think of that would drastically change this game play loop I'm targeting in interesting ways?
ford ♥♥♥♥♥♥ laser 9 月 23 日 下午 8:28 
woah
GoldenDove20 9 月 22 日 下午 10:19 
This seems to have a lot of weird things happen if you also have the "Vanilla Expanded" series installed, more specifically "Vanilla Events" and "Vanilla Aspirations" were acting incorrect

I also think long term events were triggering more? ones from odyssey and vanilla events, I was getting a very odd amount of events very quickly. It seemed to start once I installed this mod
Vororo 9 月 18 日 上午 5:40 
just realized this is the same guy that made WASDed Pawn. Man is turning Rimworld into adventure mode.
Mozetronick 9 月 11 日 上午 10:03 
This vertical gif is slowing the whole steam page of your mod down like crazy and the text is not copy-pasteable for translation. What does this even mean and how do you explain it?
Begula 9 月 9 日 下午 8:44 
Hi! I check the mod every day, all for the sake of not missing the support of Mechanoids from Biotech and Vehicles from Vanila Vehicle Expanded!
Redyankee 9 月 9 日 下午 6:08 
amazing, warband playstyle is peak
KawwaK 9 月 7 日 上午 9:14 
This mod is amazing, a game changer!
qux 9 月 7 日 上午 5:52 
Hi, are you working on compatibility for animals and vehicles? Thanks
Duck 9 月 7 日 上午 2:09 
please make it compatible with griddy up
тетеря, блин 9 月 6 日 上午 8:31 
Is it possible to «remember» tiles at least around you and your base? So you can move back and forth in predictable territories.
addvans  [作者] 9 月 5 日 下午 10:51 
@Heretical Caliphate just to clarify - I didn't disable ancient dangers on purpose. By default, exploration tiles are copied from the vanilla Camp sites (from caravan functionality). Vanilla camps can't generate ancient dangers (developers choice), therefore WTW tiles can't neither. There are mods that enable that (something like "enable ancient dangers in camps") - installing one of those should enable them in exploration tiles.

I will consider adding toggleable option for that, but that still is not my extra effort for that - it's the same way AD generates in vanilla game.
addvans  [作者] 9 月 5 日 下午 10:48 
@Misha4ek By Magic hi! Sorry to hear that

>you can spawn inside a 2x3 carved stone wall instead of in a large opening.

That is just because of movement is direction related - WTW tries to put you in the exact mirror position where you left the last tile. While it can lead to such situations, it enforces on walking back and going around for another entry. I can agree that it is frustrating sometimes, but such issues are because the tiles are generated without adjacent borders in mind (unlike Minecraft's chunks for example). I'll probably won't do anything about that, sorry

>You can get softlocked by the constantly appearing popup: “Do you want to travel to the next tile?”

It is a mod-compatibility related bug (a lot of similar reports with vehicles mod for example). I'm currently looking into that.

Thanks a lot for useful feedback!
Misha4ek By Magic 9 月 5 日 下午 4:15 
This mod is ♥♥♥♥. You can get softlocked by the constantly appearing popup: “Do you want to travel to the next tile?”
When entering your own settlement, you can spawn inside a 2x3 carved stone wall instead of in a large opening.
There’s also the possibility of a “one-way” walkable tile: the first time, it only takes breaking through one stone wall to reach the exit, but the next time you try to return, it spawns you behind nine stone walls.
BlackWaterAquifer 9 月 5 日 下午 2:19 
Seems cool, but comments section is reporting bugs. Will be back later, thanks OP.
Rex705 9 月 1 日 上午 8:42 
Wish this worked with Winston Waves but after loading save everything seems to be reset
Silversol 8 月 30 日 下午 10:45 
how can I bring my animals within?
Heretical Caliphate 8 月 30 日 上午 11:00 
Why would you disable to ability to "abuse" map gen for ancient dangers etc? Policing a single player game is so stupid. Part of the fun in exploring is coming across things like ANCIENT DANGERS.
MadMage 8 月 27 日 下午 1:28 
This is an odd question, but I have a feeling your mod might be the key to what I want. See, I am looking for a way to choose an 'exploration' map when landing a Gravship on a tile for when I'm making a journey that is too far for a single jump and don't want to leave a mess of abandoned colonies behind.

Would this be something you could look into?
RaptorMother 8 月 27 日 上午 6:27 
Hiii, sorry to be a bother.. I can't seem to be able to get the transfer from map to map to work. Whole log is here: https://pastebin.com/MiTbCzmi

In particular, this shows up when I get the confirmation window that I want to travel to another map: https://pastebin.com/AXt4XeS9

After which an empty caravan is formed on the world map, while the pawn remains on the original tile, and the target map which appeared for a split second disappears.

I've removed all suggested incompatibilities (vehicles, events expanded, giddy up), and what the target tile is doesn't seem to matter (empty tiles).

Again, sorry for the bother, it'd be amazing if I could get some help!
SirDvorfDmTTV 8 月 26 日 上午 8:11 
how to make ore spawn in tiles i walk in
心猿意马 8 月 26 日 上午 3:29 
看上去很不错,可惜看不懂
好耶权夜 8 月 25 日 下午 9:03 
Is the task problem fixed?