RimWorld

RimWorld

Out of Combat Move Speed Boost
146 Comments
coolziecat Jul 17 @ 7:19am 
hi! I missed this mod, it's a good mod, but it has some bugs on the newest version, so I made a version for 1.6:

https://steamcommunity.com/sharedfiles/filedetails/?id=3527970878

I have very limited c# knowledge and am pretty dumb, but this should work, I hope the mod creator doesn't mind me plugging this here
PineappleOfDoom Jul 16 @ 10:34pm 
This is honestly essential for me. Would love to see an update.
lilac Jul 16 @ 4:52pm 
i cant play the game without this PLS :lilimsob:
Orfanclub6 Jul 16 @ 4:18pm 
Where muh kofi link so I can coerce my mod authors! :sockmace:
Jiopaba Jul 16 @ 2:00pm 
I think out of everything this is actually the mod I'm most desperately missing in 1.6. I've heard reports of it getting a bit slow on bigger colonies, but I only play on small ones, and allowing my pawns to walk around 4x as fast outside of combat is a huge force multiplier to let me actually get things done without needing a bunch of pawns who do nothing but run from place to place picking things up.
Jordan Jul 16 @ 4:01am 
Yeah this mod tanks TPS atm and seems to not work correctly with enemies becoming sonic whilst friendlys are slowed down still on raids.
HyphenSam Jul 15 @ 8:52am 
That trick works, but now I get issues where the speed boost doesn't stop in combat, and have had enemies sprinting sonic speed into my base lighting things on fire.
Rhal Khan Jul 12 @ 9:10am 
@HyphenSam if you open the mod settings after it stops working, it starts working again. Works for me at least.
HyphenSam Jul 12 @ 7:31am 
It temporarily works, but seems to stop working after combat has ended. Reloading doesn't fix it. Any new colonists that join are affected by the speed until combat starts. Would really like this updated to 1.6.
LOTO Jul 12 @ 5:18am 
must-have
Actoue Jul 12 @ 4:18am 
1.6 works, but there is an exception:
System.MissingMethodException: Method not found: Verse.TraverseParms Verse.TraverseParms.For(Verse.TraverseMode,Verse.Danger,bool,bool,bool)

The exception seemed to be clogging my tps and somehow prevented me to open the psycast menu from VPE. I'm not 100% sure about that but it works after removing this mod.
Lanoyo Jul 4 @ 7:45pm 
I've tested and it appears to be working just fine in 1.6
polat.cal Jun 27 @ 7:17am 
One of my utmost importance mods, please update!
far out Jun 26 @ 8:31pm 
@Pagan Nova, i agree. I was only able to find this from the translated version. Weird.
mdungria Jun 18 @ 8:39am 
Hi! Do you have any plans on updating it to 1.6 before Odyssey comes out? Thanks for this mod btw :)
Pagan Nova May 20 @ 6:22am 
I had to google this to redownload it from the workshop, it's not appearing in the workshop search. only the translated version..any idea why?
Niniisan Of Waterdeep Mar 30 @ 12:58pm 
This made my game glitch so bad that even deactivating it all of my saves have pawns move way too fast, including wild animals. Welp.
jeffg10-TheDanceMaster Mar 16 @ 8:42am 
I agree with the others who said this but I think captive anomaly creatures are preventing the mod from working!
DanonaoGrossao Mar 7 @ 6:13pm 
This is a really good mod to have for BUILD BASE OMG I LOVE BUILD BASE BUILD BASE IS MY DREAM
Solstice Initiative Feb 5 @ 12:54am 
3fast5u
Lorrdy Jan 19 @ 3:09am 
@forkstaf but you have to complain?
forkstaf Sep 16, 2024 @ 10:52am 
This seems overpowered, its makes all the planning that I'd usually put into a base worthless cus I can put the freezer and the kitchen on opposite sides of the maps n the walking time will still be within the hour. Oh well that's why it's a mod, I don't have to play with it.
⬆️➡️⬇️⬇️⬇ Aug 31, 2024 @ 6:21am 
*laughs in advanced archotech legs/spine"
not_buddhanuff Aug 10, 2024 @ 12:16pm 
Does this mod considered captive Anomaly mobs to be "active threats"? I can't find anything else that could be keeping it from activating, unless it counts predators that aren't actively hunting any pawns
Murmur  [author] Jul 16, 2024 @ 3:35pm 
Any performance issues caused by this mod would be constant and not every 5 seconds. Maybe some other mod is conflicting with it causing weird issues? Because I've never run into anything like you describe.
Pulse726 Jul 16, 2024 @ 2:08pm 
I was curious if this is causing stuttering for anyone else? I do have 20 peeps and some mechs in my colony. But with this mod active, and turned down to 3x speed (I believe) every 5 seconds the game freezes for a half second. Any ideas on how to fix? This mod is a life saver and I'd like to keep it!
Akahige Apr 18, 2024 @ 3:31pm 
Thank you so much for your work!
Fishyfish Mar 17, 2024 @ 1:27am 
@Murmur Thanks, can`t live without this mod on my village-like colony playtrough!
Murmur  [author] Mar 16, 2024 @ 11:32am 
@Fishyfish, yes it will
Fishyfish Mar 16, 2024 @ 6:29am 
Will this mod support 1.5 in the future?
Murmur  [author] Mar 2, 2024 @ 9:27pm 
That's kinda the point, but you can turn the speed down.
bigmanjones5 Mar 2, 2024 @ 9:18pm 
dude the pawns are going perma sprint way too fast
Bijat Oct 22, 2023 @ 10:13pm 
@Elgate, issue is i assume all vehicles (exept animals) is from other mods so then you would have to mod for those mods. Would be better contact those moders and request a option for out of combat speed.
Ralsei Sep 17, 2023 @ 12:36pm 
This doesn't appear to be compatible with Yayo's animations, as it appears to override this mod's speed settings.
Elgate Aug 11, 2023 @ 6:10am 
So, it seems that this mod doesn't account for vehicles. Their movespeed is not upgraded out of combat. For the most part it's fine, you either use them in combat or for caravans, where OOCMS doesn't matter.
Just thought I'd let you know.
Lady Vykeen Jul 30, 2023 @ 12:44am 
Not to be dramatic but I would die for this mod
mortalisqa Jul 17, 2023 @ 12:05am 
Just wanted to say that this is now on my list of must-have mods. It's absolutely amazing.

My pawns no longer waste an entire day hauling 30 steel from that mountain mine to my stockpile 👍
Murmur  [author] Jun 20, 2023 @ 11:10pm 
Nice, glad you got it working.
Puro's Number 1 Fan Jun 20, 2023 @ 11:08pm 
Good news, I reinstalled all of my mods, and now this one works as intended, so the issue probably was with corrupted mod files of this or any other mod.
Puro's Number 1 Fan Jun 19, 2023 @ 2:20am 
So trial and error it is.
Murmur  [author] Jun 18, 2023 @ 4:52pm 
It's working fine for me, must be a mod conflict.
Puro's Number 1 Fan Jun 18, 2023 @ 11:44am 
This mod makes my pawns disappear, and not move.
jybil178 May 29, 2023 @ 8:59am 
question, mod seems to have stopped working recently. In fact, it may be everyone is going slower than normal for some reason? Maybe a major issue in my mod list of course, but curious if anyone else has had a similar issue possibly
Serina Mar 14, 2023 @ 5:58am 
> down to 3x
lolwtf
PrometheanExile Mar 13, 2023 @ 7:56pm 
Yeah I gathered it was not an actual break in pathfinding but i found it very distracting. I turned the movement boost down to 3x and its much better
Murmur  [author] Mar 13, 2023 @ 11:45am 
Yeah that will happen due to the way Rimworld interpolates the position of pawns. On high speeds they move faster than the animation of them moving. They aren't actually going through a wall it's just a visual thing.
PrometheanExile Mar 13, 2023 @ 11:06am 
So its a stretch but any chance this is causing my pawns to walk clip through walls when going around the base? They cannot path through the wall but they cut the corners through it.
JustSomeEggsInAPot Feb 14, 2023 @ 5:12pm 
Excellent mod, thanks mister Murmur
Serina Feb 2, 2023 @ 12:24am 
could you pls include an in-combat multiplier that can go down to 0.5x :pray: