RimWorld

RimWorld

Roads of the Rim (Continued)
598 Comments
lotya Jun 6 @ 10:02pm 
@HighFlyer96 I had test build within impassable mountains, the caravan can only build 1 tile form where it hold, so i move caravan back to home, airdrop caravan back to road build site, then it will build 1 more tile
HighFlyer96 May 29 @ 3:55pm 
It seems building roads into impassable mountains doesn't work as desired. I can make the construction site and the caravan eventually moves onto the impassable tile (I sometimes have to direct it at the tile behind, then stop the caravan) but after the construction it can't move away from the impassable tile, even if a road is built there. It forces me to load a backup to recover the caravan.

Can anyone replicate (make backups) this by building an asphalt or glitter road through impassable mountains?
My layout is Mountainous-Impassable-Mountainous.
MorioSum May 21 @ 6:46am 
@crashfly Thank you for the explanation. It's disappointing but it makes sense. I'm doing a Mechanitor playthrough so I don't think I'll be able to make use of this mod after all. Maybe on another run.
crashfly May 20 @ 3:56pm 
@MorioSum - this mod was created before the biotech dlc. mechs are not a part of this mods original design. and since mlie is not the creator of the original mod, mechs have not been added.
MorioSum May 20 @ 8:29am 
It doesn't seem like a mechanitor's constructoid mechs contribute to building roads, is this intended?
crashfly Apr 13 @ 9:35pm 
@Lord_Eol - no it they do not. although more than one person with a high construction skill does matter.
Lord_Eol Apr 13 @ 7:43pm 
Does anybody know if having multiple constructors (i.e. 2xAISR, 3x, etc) increase the speed of road building.
Stim The One Mar 20 @ 12:22am 
Any chance we might get some option when interacting with an ally to request a road? Essentially trigger that event where they build one themselves instead for some cash? I'd even pay double for it.
Winter Mar 19 @ 8:52pm 
@BaguetteDoggo The mod only allows designating one hex of road at a time. Click on a hex next to the starting hex, then one next to that hex, and so on, until you've designated all the road sections you'd like to build.
LaylaSatyrn Mar 19 @ 11:47am 
I've been having an error in a large mod pack, but there doesn't appear to be any error in the log, it simply fails to create a construction site upon selecting where to end the road construction. No idea what could be causing it. Select construct road, select road type, select where to end road, and nothing.
Winter Feb 22 @ 7:29am 
@janek Once a caravan is at the work site, it will construct the road instantly if god mode is active, yes.
CzeslawMucha Feb 22 @ 5:54am 
Does god mode form dev mode make road building instant like it does with normal buildings?
Stoa Feb 17 @ 4:42pm 
@Sir Cumcise. Thank you. You are right. The work amount on the road scheme was reduced slowly. I thought it was similar to where they call and start building roads.
Sir Cumcise Feb 17 @ 3:44pm 
@Stoa allies help mean they speed up the road youre building, thats it
Stoa Feb 17 @ 11:30am 
How does the "allies help" work? I have a caravan with build plans toward ally settlement, and called their help, it says they agreed to help (and the option got greyed out)... I have almost completed 1/2 of the construction, but no roads have been constructed from ally's side.
Mlie  [author] Feb 17 @ 5:21am 
@SiaNKs I have some screenshots from one of my runs on my profile if you are actually interested, but I mainly build village style with separate houses per pawn.
And again, I mostly do tribal starts so even if they get components, they usually sell them anyway.
SiaNKs Feb 17 @ 5:05am 
So you were just sitting in base and building non stop? how did u got components before Fabrication? How did u got reinforced barrel? Only way i see it, you built urself in mountain and waited for caravans
Mlie  [author] Feb 17 @ 4:43am 
@SiaNKs Yes, very nice that it fits your playstyle
SiaNKs Feb 17 @ 4:39am 
Caravan. Main point, plus defence
Mlie  [author] Feb 17 @ 3:47am 
@SiaNKs Most of my playing time is without interacting with the world-quest system added in the later versions of the game as well as mostly doing tribal starts. So never really seen the point tbh.
SiaNKs Feb 17 @ 3:35am 
you have 4k HOURS in rimworld and never used Vehicles? Damn bro... It's like saying u never ate ice cream
Mlie  [author] Feb 16 @ 2:43am 
@captain.power No idea, never used any vehicle mods. Perhaps you should report it on their page?
captain.power Feb 16 @ 1:53am 
Is it compatible with vehicles? I build an asphalt road through impassible mountain. Non vehicle caravans (NPC+mine) can pass but my vehicles cannot pass. Any solution for that?
Winter Feb 5 @ 11:44am 
@SiaNKs It's worked well in all my testing so far. I vaguely remember some quirks getting the ISR2G working, but that may have just been me confusing myself.
SiaNKs Feb 5 @ 5:10am 
I doubt it, but does it work with Vehicle formed caravan? These could be even better for building and more useful as not everyone keeps animals for just one task
Winter Feb 4 @ 6:01am 
@Lobanych Animals can't contribute more total build speed than colonists, so your bison can only add another 1.44 to the caravan's work speed.
Lobanych Feb 4 @ 4:57am 
How do animals affect work per second at a construction site? For example, my builder gives 1.44 work per second, 3 bison give +1 per second. The output should be 4.44/sec, but it turns out to be 2.88. Why is that?
Winter Jan 28 @ 10:28pm 
@geoid Send a caravan to the world hex you'd like to start building a road at, preferably with one or more pawns with good Construction skill. When the caravan arrives, select it and click the 'Construct' button. Choose the type of road you'd like to build. Left-click on a hex adjacent to the caravan to order a section of road built, and continue clicking on further hexes adjacent to the last one to set up more if you want. Right-click when you've finished planning the road. The caravan will begin work on the first section. You can recall the caravan and send it back to the hex under construction if you need to; just click the 'Work' button on the caravan when it arrives.

Note that dirt paths require no materials to build, but all other road types will need materials in the caravan's inventory. A stone road, for instance, takes lots of stone blocks, some steel, and some wood, and the resources will be slowly consumed as work proceeds.
geoid Jan 28 @ 1:37pm 
I can't figure out how to build a road.
Mlie  [author] Jan 28 @ 1:12pm 
@Glave If you disable the use of ISR2G in the mod-settings, you can override the resource cost
Winter Jan 28 @ 10:35am 
@Glave It's a bit of a research investment, but the AISR2G covers all the costs for asphalt roads. You can send out a crew with one and let them work without needing building supplies.

I've never actually constructed a glitter road, but it might be a good time to try calling friends on the comms console and asking for help with construction.
Glave Jan 28 @ 8:22am 
Would it be possible to make the resource and work cost adjustable in the settings for each road? As it stands, I never seem to find a time window where I could just go and build asphalt and glitter world roads.
Celes-3 _Plays Jan 25 @ 5:58pm 
Can I build over ocean tile ?
Sir Cumcise Jan 23 @ 6:23pm 
can you make it so i can build roads in ice sheet/sea ice?
Winter Jan 19 @ 2:54pm 
@Glave As far as I've seen, that's just a display issue. Try a caravan with only colonists who can sleep, and check if the road construction still progresses even while they are indicated to be sleeping.
Mlie  [author] Jan 19 @ 10:52am 
@Glave Please see the Reporting Issues section described above
Glave Jan 19 @ 10:50am 
When I build a road only my colonists who never sleep do the work. The other ones are all sleeping, even though the sleep bar is full.
Winter Jan 11 @ 2:19pm 
@KungWoo The road section in the screen shot looks like it's ending in an impassable mountain hex. As far as I'm aware, this mod only allows glittertech roads to be constructed in impassable terrain. Also, note that the list of materials is showing what is left to be supplied; the AISR2G will provide them as needed, but it hasn't produced anything for that work site yet.
Mlie  [author] Jan 11 @ 10:29am 
@KungWoo Please see the Reporting Issues section described above
KungWoo Jan 11 @ 10:26am 
I am getting an issue where I have AISR2G equipped but unable to build roads with it as the caravan "has run out of resources" to build the road.

I have checked the construction site and 0% of construction is done however all materials are maxxed out.

https://imgur.com/a/G2SafAU
⎛⎝Ancsur2002⎠⎞ Jan 9 @ 4:25pm 
@Winter I'll try to get to trying one of these, thank you so much!
Winter Jan 9 @ 3:52pm 
@⎛⎝Ancsur2002⎠⎞ Yeah, a horse would do it. If you have a corrupted obelisk (from Anomaly), duplicating your Body Mastery pawn might give you enough weight capacity. A few Lifter mechs or pawns with the Never Sleep gene (from Biotech) might help, too. The Circadian Half-Cycler (from Royalty) is another sleepless option, though it cuts work speed a bit.
⎛⎝Ancsur2002⎠⎞ Jan 9 @ 8:14am 
@Winter yeah, that might be the issue then. I'm taking the AISR2G with me so that I can save on resources, and it's 70kg so my pawn cannot carry it alone. So I need it to be carried by an animal (currently it's a horse).
Yukimaru Jan 8 @ 3:40pm 
While I was able to call other factions to help, the 10 goodwill cost was never deducted (before they were 100, after they help still 100, only drop were from natural periodic changes)
Winter Jan 7 @ 2:33pm 
@zinizal Seems to work fine. I just loaded an AISR2G into a Mule with no other cargo, sent it off with two colonists, and they're happily constructing an asphalt road.
zinizal Jan 7 @ 9:50am 
Vanilla Vehicles Expanded + Roads of the Rim

Is it possible to form a vehicle caravan with the ISR2G/AISR2G for road construction or do you have to use vanilla caravan?
Winter Jan 6 @ 9:36pm 
@⎛⎝Ancsur2002⎠⎞ Were there any animals or vehicles in the caravan with your colonist? Those can prevent sleepless colonists from working 24 hours a day. I just gave a colonist Body Mastery and sent them alone to work on a road, and they were able to work through the night.
Mlie  [author] Jan 4 @ 12:22pm 
@hitherebyethere They have defined their biome to not allow roads. This mod does not override such definitions.
But it is an xml-definition that I guess you could patch out if you wanted to.
Mlie  [author] Jan 3 @ 11:27am 
@hitherebyethere I dont know, could you link to that mod?