RimWorld

RimWorld

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Roads of the Rim (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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2.519 MB
Nov 7, 2020 @ 12:18pm
Nov 30, 2022 @ 12:25pm
13 Change Notes ( view )

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Roads of the Rim (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
738 items
Description

Update of Loconekos mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1613783924

- Can be added to save-games
- Russian settings translation added, thanks Festival!
- Full russian translation added, thanks kamikadza13!



[dsc.gg]
[github.com]


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 and 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

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 ;-) )


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.

Last updated 2022-11-30
Popular Discussions View All (7)
9
Feb 19 @ 3:40am
How to use ISRG?
kezza596
2
Oct 28, 2022 @ 11:32am
My tests and musings.
Turbotowns
2
Feb 19, 2022 @ 3:24pm
Can't delete construction leg on top of existing road.
baronjutter
< >
377 Comments
Rc2F6 Mar 18 @ 3:55am 
Thx :steamthumbsup:
Dagroth Feb 23 @ 9:17am 
I thought up a solution to the problem below (caravan with non-sleeping people not working at night because of animals), and it was stupidly simple: I mentioned an animal trainer before. I had her (and the animals) split off the caravan with majority of the food and medicines. She just hangs about the same area, and every now and then, I merge the two caravans and spllit off again, leaving some food with the constructors. (as there doesn't seem to be a way to have caravans trade items)
Well, basically the same thing you suggested, Winter, only that it hangs about, instead of going back and forth from my settlement.
Dagroth Feb 19 @ 6:42am 
Will just wait until they build it as it is, they have plenty of food (and medicines), should last them for the whole trip.

My original plan was for the mechanitor, Constructoid mechs, and another doctor (my mechanitor is a doctor, too) to go do that, that way they'd need much less food, but like I posted earlier, Constructoids weren't recognised by the mod as construction workers. (two doctors, so they could each treat the other, if needed)

I have dismantled the Constructoids since, and instead built a bunch of combat mechs. Until the road builders and their elephants are back (I also used the elephants for fighting), he will head out there if there's anything to fight in other locations (quests etc).
Dagroth Feb 19 @ 6:42am 
@Winter They will eventually leave the transport pod range - I could send a mechanitor with them (and have the mechanoids carry food), maybe that would work, but they are pretty far away by now (and first I would need to give mechanitor a new genetic package, Never sleep gene included, plus Detoxifier lungs implants, as there are some extremely polluted toxic areas along the way - crossing them is usually fine, but I imagine staying there for a prolonged period of time, building a road, could be fatal without them; Yeah, animals would suffer too, but that's why I sent an animal trainer with the group, once they get to that part, she will split off with the elephants, and probably wait at the start of the polluted section, and deliver them some food as needed, then head back - eventually crossing the whole polluted area in one go, using the newly built road, and rejoin them to continue), and I have other uses for mechanitor, anyway.

(to be continued, 1000 characters limit)
Winter Feb 18 @ 8:48pm 
@Dagroth Yes, my testing also had caravans stopping for the night if any of the animals need sleep. The new rebuild of the Android Tiers mod has a robotic pack animal, and there are probably other options out there.

Alternatively, you could run a supply caravan with food out to the work caravan every couple of days, or send it via transport pod. It adds some micromanagement, but should cut down the amount of food that the work caravan has to carry.
Dagroth Feb 18 @ 2:43pm 
@Winter I just tried it, and a caravan composed of humans with "Never sleep" gene and animals still stopped working for the night. I don't know, how would that go without animals (they are needed to carry food), might test it without them at one point, once the caravan finishes building the roads I want (that is going to take a while, though, I'm building the road along my usual trading route, and it's quite long),

It shows "Resting (using 0 bedrolls)", I packed bedrolls for them just in case, so I imagine humans are just standing there, waiting for the animals to finish sleeping, and none of them figures out they could be working in the meantime. ;)
Winter Feb 15 @ 12:20pm 
@Dagroth Caravans composed entirely of non-sleeping androids and animals would happily work 24 hours a day the last time I checked, so I'd guess non-sleeping humans would work as well.
Dagroth Feb 13 @ 2:57pm 
Update to the below comment: I only have spotted the Build tab afterwards. It lists Constructoids (and mechs in general) among prisoners and animals, and Constructoids have their Construction skill unlisted, so they probably do not actually count. Is that something that could be changed?

And while at it, I didn't get to test it, but Biotech allows adding "Never sleep" gene to people (which does what its name says, they do not need sleep) - would caravans composed solely of people with that gene be able to build roads day and night?
Dagroth Feb 13 @ 2:16pm 
Does the mod work with mechanitors from Biotech? By that I mean, if I send out a mechanitor with Constructoid mechs, do the mechs count as workers for the purpose of building a road? (I tried just doing it in game, but it doesn't seem to list the details of building speed and who counts as a worker, so I can't tell, if they do)