RimWorld

RimWorld

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Roads of the Rim
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Mod, 1.0, 1.1
File Size
Posted
Updated
29.695 MB
Jan 3, 2019 @ 8:20pm
Jun 5 @ 2:33am
41 Change Notes ( view )

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Roads of the Rim

Description
Roads of the Rim

RotR - A Rimworld mod allowing road construction on the world map

Introduction

I decided to reimplement Jecrell's amazing RimRoads mod since it had not been ported to Rimworld 1.0.

Features
  • Create Road Construction Sites on the world map
  • Send Caravans with skilled colonists, pack animals, and resources to build the road
  • Enjoy faster movement than the base game on high tier roads, including for all already existing roads (can be switched off in the settings)
  • Part or all of the biome, hills, swamps and season movement difficulty is also cancelled
  • Higher tier roads can be built through impassable terrain
  • Get your allies to help you build

=====LATEST NEWS=====
HOTFIX 2020/06/05
Corrected Caravan text that said resting instead of building
Corrected AISR2G technology text and position
UPDATE 2020/05/06
  • Both ISR2Gs are now craftable at a Machining table, cost less, and get their own "Road Equipment" category including when forming caravans
  • ISR2Gs from previous versions of the mod should all be converted
  • Glitter roads can be built on water
  • Better messages for caravans and construction legs
  • Cost in Uranium and Components are not increased by terrain any more
Please test and report any bugs here

Details

Construct
With RotR, caravans can create a construction site on the world map, players can then select a type of road, click from neighbouring tile to neighbouring tile until they reach their desired goal. If you make a mistake, clicking on a planned section of road will remove it and all sections after it. Clicking on the Construction Site or right-clicking anywhere will finalise the construction.

Work
By using resources and colonists with Construction skill, the current section (or leg) can be built. A progress bar is shown on the world map. Once a leg is finished, the caravan automatically moves on to the next leg. Note : Road legs must be built in the order they were placed on the world map.

Having all colonists down, resting during night time, or a moving caravan will prevent work. Similarly, some roads require a certain percentage of the workforce to have a certain construction skill. If only a lower percentage is available, work will be reduced. If no colonist in the caravan has the required skill, work will be impossible. Prisoners don't work.

Cancel construction
A site can be removed by selecting it and clicking on the "Cancel Construction" button. A Caravan does not need to be there to do so. All resources spent so far will be lost.

Building costs modifiers
Construction costs have two components : base costs that depend on the road and modifiers that depend on the terrain. Roads cost more at higher elevation, starting from 1000m. Hills & swamps also have an effect, which can be checked when clicking on a site. When ISR2G is not used, the total cost can be further reduced from 100% down to 10% in the settings. Anything lower than 100% is probably quite unrealistic, but feel free to use the option.

Important note
It is not necessary to bring all resources at once in one caravan. A fraction is enough for a certain amount of work. However, it is necessary to bring each material with you.
As an example a tenth of the asphalt road: 360 Stone, 60 Steel, 30 Chemfuel is enough material for a tenth of the work (180 work.)

Upgrade
When building a road over an existing one that is slower, 30% of the cost of the existing road will be deducted from the cost of the new road, as long as both roads use that same resource (e.g. A dirt road will provide 120 work and 36 wood when upgrading to a Stone road)

Allies help
Allied factions can help building roads

Impact on movement
The roads of RotR do not only provide a customised movement cost multiplier compared to the base game, they also cancel some or all of the movement cost of the terrain.

See the summary below to see what percentage of a specific terrain feature is cancelled, depending on the road type. Note that these effects apply both to generated roads (from the base game) and built roads from RotR.

Summary

Road
Movement
Biome
Hills
Winter
Work
Wood
Stone
Steel
Chemfuel
Advanced
Dirt path
75%
0%
0%
0%
200
0
0
0
0
0
Dirt road
60%
25%
20%
0%
400
120
0
0
0
0
Stone road
50%
75%
40%
0%
1200
240
1800
300
0
0
Asphalt road
40%, can build through impassable
100%
60%
20%
1800
0
3600
600
300
0
Glitter road
25%, can build through impassable
100%
100%
100%
3600
0
3600
900
300
290 plasteel, 35 Uranium , 20 components, 10 adv. components

Following the project & reporting bugs

Feedback welcome on Steam and in the Forum thread[ludeon.com]

You can check the code on GitHub[github.com], as well as the roadmap & current bugs & issues[github.com]

Quick fix for Construction sites stuck after an update : https://github.com/LocoNeko/RoadsOfTheRim/wiki/How-to-remove-construction-sites-stuck-after-mod-upgrade

IMPORTANT NOTE BEFORE REPORTING A BUG
Please make sure you have the latest version by verifying integrity as described in THIS POST

It will save a lot of your time (and a little bit of mine ;-) )

[ko-fi.com]
Popular Discussions View All (12)
10
Jul 28 @ 4:56am
Not able to work due to too less resources with ISR2G
[FOG] Grenztruppe
14
Jun 4 @ 7:41pm
Will this Mod be updated?
ENGLISHNAME
2
May 14 @ 4:20am
Help: Only Dirt options displayed. No ISR2Gs option at Machining table
Dark2040
< >
921 Comments
EdgyUnhold 1 hour ago 
if i try to reload the save i cant build roads no more
EdgyUnhold 1 hour ago 
for some reason i get an error and then all roads are gon including the vanilla once
loconeko73  [author] 17 hours ago 
Thanks, @winter. @Exaferoy I'm sorry I didn't plan enough when I introduced the ressource gatherers, but it really didn't make any sense to make them buildings. I might keep them there, update the description; and switch costs to 999 of everything to show it's obvisouly the wrong way to build them. Thanks for the support, everyone ! And if you love the mod, support me on Ko-Fi :-) !
Winter Aug 5 @ 8:46pm 
@Exaferoy The AISR2G in the architect menu is a legacy item, and will be removed at some point.
Exaferoy Aug 5 @ 6:09pm 
Little issue concerning the AISR2G : it is possible to build it from the production tab for 290 steel, 5 components, 290 plasteel, and 10 adv components, but if cratfed at the machinig table it will cost 120 steel, 8 components, 70 plasteel, and 5 advanced components.
twilexis Jul 29 @ 5:30am 
@Winter I figured it out, it was because it was night time.
Darbie Jul 28 @ 12:08am 
@telephonatorJr I was able to add this to a game in progress without any problems.
TelephonatorJr Jul 27 @ 11:45pm 
hey does anyone know if its save game compatible?
Winter Jul 24 @ 8:54pm 
@Thot Patrol Has the caravan finished moving to the hex you want to start construction in? It must be idle before it can designate roads to build.
twilexis Jul 24 @ 5:00pm 
Hi, I've downloaded the mod but when I try to use it, the construct button is greyed out and has a popup that says 'DISABLED {0} Unable to build road right now'.

I've looked through the settings but couldn't find anything to enable it. What am I missing?