RimWorld

RimWorld

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Silk Road (Continued)
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Mod, 1.5
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300.617 KB
Aug 5, 2024 @ 9:30pm
Feb 17 @ 9:52pm
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Silk Road (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
501 items
Description
Original mod by Sincere
https://steamcommunity.com/sharedfiles/filedetails/?id=3228244709 [removed]
If the original author requests it, I will remove this update.

This mod generates travelling groups of pawns/traders from all factions to wander by your colony. It contains options to customize the behavior.

Chinese (Simplified) translation:
https://steamcommunity.com/sharedfiles/filedetails/?id=3304522455

--

Sometimes you can have great ideas, and execute them incredibly poorly. And by "you", I mean that Sincere character. There are some things you just shouldn't do ... it will get you banned.

Anyway, here's "Silk Road", but without the error hiding and other poor practices. I've given it the full Zal treatment.

The code has been refactored to do the same thing in a better way.

- Reimplemented as a MapComponent (Harmony no longer required)
- Improved logic to help prevent the errors previously generated (and foolishly hidden previously).
- Will now generate random pawnkinds/groups from each faction (no longer just drifters and traders)
- You can now enable/disable travelers completely from the mod settings, if you get bored with it/need a break from the constant traffic/are running SOS2 or Rimnauts (I'll try to implement detection soon)
- You can disable traders (only regular pawns will be generated)
- You can enable/disable travelers arriving at night.
- You can exclude hostile factions
- Certain pawns might generate depending on faction tech level (Sora Goodseller, Zal Modupdater)
- You can exclude factions from travelling in the mod options.
- Translation support


Removed:

- a bunch of nonsense
- unnecessary Harmony patches

NOTE: A hardcoded blacklist exists for factions that can't seem to generate pawnkindgroups in this way for whatever reason - they'll still generate regular pawns

(2 factions from "Big and Small Heaven and Hell")

If you have factions that throw "Cannot generate trader caravan" or similar errors, please let me know. If they're making it through the checks I'm doing I suspect they're misconfigured somehow (as I have no problems with vanilla factions or other modded factions I've tried).

--

Original mod notes (1.5):

Your map roads are realistic trade routes! [Let's not get crazy here; groups of pawns from all factions will wander by your colony]
101 Comments
TheXenoSenpai Jan 3 @ 12:09pm 
What's the best settings everyone has been using for this mod for travelers?
Madas Dec 31, 2024 @ 7:16am 
3. If you have mods which can create new roads on the map will these be recognized: you wont be able to create a road this way for your existing settlement, but if you add a road through a tile, then settle it after, the road will be included in the map generation and will be recognized by travelers
Madas Dec 31, 2024 @ 7:16am 
2. Can you create a road out of flooring that the travelers will then use: no, they don't seem to acknowledge this as a road if there wasn't a road already in place beforehand, if there is a road already in place you can sculpt it a bit to make it prettier and they will use it, but they will enter the map from the entry points of the pre-existing road so try keep those points in mind when decorating your road
Madas Dec 31, 2024 @ 7:16am 
Adding some answers to questions i had about the mod after i did some testing as this mod influences some of my choices when i settle on the map

1. Does your map need roads for this to work: no, travelers will arrive regardless but roads tend to give them a wide journey across your map if you have the settings configured to use roads specifically, if you don't have roads or don't use those settings, they will sometimes travel west/east or north/south (and perhaps cut through your base so careful of hostiles) but other times may travel west/north in which case they briefly pop in at the side of your map and are gone into the north corner within a minute
Salty Slothy Dec 25, 2024 @ 9:19pm 
It seems to cause constant traffic along roads. Which is REALLY cool, but it does not seem to like when you build turrets. Not because it breaks the mod or anything, but because it seems to immediately want the smoke when anyone hostile comes through. It also breaks any start that pre generated a structure such as the “New Family” start from Royalty Expanded or the Dead Man Switch start
BladeofSharpness Dec 25, 2024 @ 12:10am 
So it's a variation of the Guest mod? Sorry if I don't exactly get the intent of this mod. There is also a mod that can add as accidents hostiles caravans, so this would combine both functionnaly?
Zaljerem  [author] Oct 28, 2024 @ 9:01am 
Thanks, I checked it out .. I didn't see it in his mod list, and Silk Road doesn't use letters to announce traders, so I think it's a different mod.

Re: Rim War ... interesting idea, but I'm not sure if the feasibility. I'll try to take a look at it during my full mod review, already in progress ...
Radiosity Oct 28, 2024 @ 7:28am 
@Zaljerem - Hey, sorry for the late response. It was Mr Samuel Streamer's recent series titled Bounty Hunter. It happened in one of the first few episodes while he was fixing up his SOS2 ship and a trade caravan from an enemy faction wandered through the area. His ship's turbo lasers opened up on the caravan and caused all manner of chaos :)

Also, a suggestion while I'm here, assuming this isn't already a thing: Rim War has actual caravans and other units moving around the world map, so would it be possible to patch Silk Road to take that into account? So if a caravan of an enemy faction is moving through the tile with your base on it, they'll actually walk through the area like they do now? That'd be an awesome little addition ^_^
Vercreek Oct 8, 2024 @ 12:13pm 
Alright, thanks a lot for considering it!
Zaljerem  [author] Oct 8, 2024 @ 9:21am 
Hmm, that's an interesting mod, I'll take a look at it. Would be neat if possible to hook into it. For now I'd recommend manually increasing/decreasing how often they arrive in the mod options.