RimWorld

RimWorld

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Highway Restoration 1.0-1.5
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.374 MB
Dec 30, 2022 @ 3:31am
Mar 16, 2024 @ 1:41am
6 Change Notes ( view )

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Highway Restoration 1.0-1.5

In 1 collection by Lost ( Kai ) 
Kai's Introductory Mods
51 items
Description
Adds buildable and not broken down versions of the ancient highway pieces, so you can fix up the old highway you built your town on or make one yourself!

Original mod by Mic but has not been updated since b17. All credit for the original idea and implementation goes to them. Owlchemist carried it through 1.0 and 1.3, and also made the lovely preview artwork. I added the paintable, draggable, and minifiable building tags to the barrier. I also added the minifiable tags to the original broken down versions of the concrete barrier and lamp post, and ensured it worked through 1.4 and going into 1.5.

Because of the paintable tag, the updates are not backwards compatible. The old version is also present in this mod and should be working fine, but if it's not, let me know.
16 Comments
Lost ( Kai )   [author] Nov 9, 2024 @ 6:52pm 
The lamp post is under furniture, and requires electricity research. The road barriers are found under security, and require stonecutting research. Repaved asphalt is under floors, and also requires stonecutting research.
Hermann Nov 9, 2024 @ 3:15pm 
I don't get it, how to build shiny new ones?
Lost ( Kai )   [author] Mar 31, 2024 @ 7:41pm 
Yeah! It went Mic, Owlchemist, and then me. I guess this road's been rebuilt a lot :steamhappy:
Hashpike Mar 31, 2024 @ 12:14pm 
I love how this mod have been "restored" like five times now. Roads on roads on roads. Thank you.
Lost ( Kai )   [author] Jul 15, 2023 @ 7:34am 
First question: It doesn't require any esoteric save data. Perfectly fine to add mid-save. Delete the buildable versions and re-save before removing the mod. (the only consequence for failure is some red errors that don't do anything)

Second question: Both. You could already claim and repair the old buildings, but I made it possible to relocate them. Original mod content allows you to build shiny new ones.
MugZitch Jul 15, 2023 @ 12:40am 
Two questions.
Is it save game compatible?

And does it mean I can claim the objects and they can be repaired or I have to build new ones?
虛無_鬼王 Jan 6, 2023 @ 10:48am 
Thank you for updating this mod!
Lost ( Kai )   [author] Jan 6, 2023 @ 8:37am 
I've been trying to figure out why that thumbnail wasn't working for going on two weeks. Turns out I forgot to capitalize a single letter. #JustProgrammingThings. Pushing the update now.
虛無_鬼王 Jan 6, 2023 @ 8:09am 
If a mod cover is gray, it can make people feel uneasy.(machine translation)
Lost ( Kai )   [author] Jan 3, 2023 @ 11:24am 
I find that point of canon rather silly, myself, as a light fixed onto a long metal stick isn't particularly complex and we've being doing it for ages in many different and delightful designs. From the perspective of playing a video game, however, there are more important issues. If I force the player to go hunt down something exclusively for the sake of story, and provide no actual added game play benefits other than a re-skin of a floor, a barricade, and a lamp, this mod will actually damage the experience.

You leave the colony to go get something cooler, something better, something that achieves a purpose that is actually worth the effort and colony management disruption of achieving it. None of these set pieces are worth leaving home for. I could make them worth leaving for, but that would be outside the scope of a simple 1.4 update.

In closing, you're looking for a different mod.