RimWorld

RimWorld

Rails and Roads of the Rim (Continued)
69 Comments
Motoko Kusanagi May 10 @ 10:43pm 
Caravan can't go glitteroads into an impassable mountain, although it can build it with a passable to impassable map cell, 20 high tech components into the trash, for people like me who like to cram into an impassable area in the middle of mountains this mod just doesn't make sense.
Instead of this mod, it's better to use any mod on Air Transport
Vampiresbane Apr 6 @ 5:06pm 
@Alpharius Unfortunately there's no other train engine mods that I'm aware of. Someone would have to make one.
Alpharius Apr 5 @ 6:03am 
Hello MOD CREATOR..
Seeing as how SRTS Trains is down for the moment, do you have any other train based mods?


I also really fucking hate their steam engine design.
Mlie  [author] Apr 5 @ 5:17am 
@Portesel You should probably report that to the author of the vehicles mod
Portesel Apr 5 @ 5:17am 
Ground vehicles can't use glitteroads over water, hours wasted for nothing :skele:
Mlie  [author] Mar 31 @ 9:47am 
@Portesel Never used vehicles so not sure what their boat limitations could be
Portesel Mar 31 @ 9:28am 
The problem occur when I'm using a map vehicle (boat), but I can build fine during the night when I use a "regular" vehicle.
Mlie  [author] Mar 30 @ 1:34pm 
@Portesel As long as your whole caravan does not need sleep it seems to work
Portesel Mar 30 @ 1:30pm 
Is there a reason for a pawn that doesn't neep sleep, to get a message and stop working during the night ? (It's a vehicle caravan)
ZCW Mar 23 @ 2:34pm 
This is the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2873841790

This is the patch:
...

<li Class="PatchOperationConditional">
<xpath>Defs/WorldObjectDef[defName ="Outpost_Construction_Site"]/comps</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/WorldObjectDef[defName ="Outpost_Construction_Site"]</xpath>
<order>Append</order>
<value>
<comps>
<li class="VOEAdditionalOutposts_RoadsOfTheRim.CompProperties_Outpost_ConstructionSite" />
</comps>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>Defs/WorldObjectDef[defName ="Outpost_Construction_Site"]/comps</xpath>
<order>Append</order>
<value>
<li Class="VOEAdditionalOutposts_RoadsOfTheRim.CompProperties_Outpost_ConstructionSite" />
</value>
</match>
...

I assume that since this patches RotR specifically it doesn't work with Rails? unless they're identified the same way?
ZCW Mar 23 @ 2:24pm 
@Vampiresbane there's one mod that adds the builder outpost which is supposed to help build RotR roads and more
@Mlie guess I'll do some file digging :KSmiley:
Vampiresbane Mar 22 @ 9:06am 
@ZCW I'm not sure if Outposts Expanded interacts with Roads of the Rim. RotR isn't a required mod and none the outposts have a road type dependency from what I have read. Which is all good news...it should be Outposts Expanded will work with either RotR or RRotR.
Mlie  [author] Mar 22 @ 1:52am 
@ZCW Maybe, all depends on how the patches are applied
ZCW Mar 22 @ 1:49am 
So it "should" be compatible with any mods that interact with Roads of the Rim right? like Outposts expanded's builder outpost?
Mlie  [author] Mar 21 @ 1:28pm 
@ZCW They use the same base code so cannot be used together
ZCW Mar 21 @ 1:26pm 
Or is this AIO?
ZCW Mar 21 @ 1:26pm 
Does this conflict with the other Roads of the Rim or do they work together?
Vampiresbane Mar 20 @ 2:31pm 
@restless, Asphalt roads, glitter roads and rail tunnels can be built through impassable terrain
restless Mar 19 @ 4:15pm 
can this also go over impassable terrain?
Vampiresbane Mar 9 @ 9:42am 
@インフィニティ・デス's It does not require the train mod, but they do pair well together.
Mlie  [author] Mar 4 @ 8:03am 
@インフィニティ・デス's Again, any requirement are listed under the Required Items section on the right side of the mod-page
Does it require the train mod that you have listed?
Mlie  [author] Mar 3 @ 10:13pm 
@インフィニティ・デス's Any mod-requirements are listed on the right side of all mod-pages
what does this mod require?
Vampiresbane Jan 24 @ 10:00am 
@Sir Cumcise See Afanasiya's post below. You can, but you need to alter the xml files.
Sir Cumcise Jan 23 @ 6:28pm 
is it possible to build them on sea ice/ice sheet?
Кашляющий Лич Jan 14 @ 5:59am 
@Vampiresbane Alright, thank you for asnwer, but the thing is that my caravan just stays on place and do nothing when it's trying to build it through mountains, even with ISR2G and components, maybe i don't have enough in caravan's inventory, i'll try later
Vampiresbane Jan 13 @ 6:57pm 
@Кашляющий Лич Glitter roads and rail tunnel can both be built through the impassable mountains.
Кашляющий Лич Jan 13 @ 8:30am 
Does mod allows to build glitter roads through impassable mountains?
Vampiresbane Dec 28, 2024 @ 9:06pm 
@Afanasiya Great find! I was the author of the RRotR that took over from RotR before I asked Mlie to take it over. I never even thought of checking the xml files to allow roads on Ice Sheets! Which is crazy because that's how I added rails... just a bunch of xml files. It'd be a simple change in the file and then Mlie could just make the mod have it by default; it was a frequently asked request but I could never figure out how to do it. For what's it worth, I don't mind if the mod was changed in that way. I can do it for the original RRotR but then it would only affect Rimworld 1.3 and 1.4 versions.
Afanasiya Dec 21, 2024 @ 12:07pm 
@Mlie I assume things have changed since you or Loconeko last looked, but it's actually incredibly easy to build roads on ice sheets and sea ice. To be perfectly honest, you can even do the same on normal sea tiles, but I'm not sure how it'd work to try and traverse them.

All I had to do to allow this mod, Vanilla Expanded road building, or RotR (no rails) to build roads, with no modification to the mod itself, is to change the file defining ice sheets in the base game files.

At \steamapps\common\RimWorld\Data\Core\Defs\BiomeDefs you have the file "Biomes_Cold.xml". Under Ice Sheet, at line 477 for me, change '<allowRoads>false</allowRoads>' to '<allowRoads>true</allowRoads>'. Even roads preexisting this change, such as those made with Vanilla Expanded and those actually generated during world gen will appear immediately in game after making this change. Perhaps you could even make it a config option to whether or not people want ice sheet roads.
Italnerd Dec 2, 2024 @ 9:29pm 
@dvpierce, try the mod "Almost there" it has a toggle to stop the caravan from resting at all if you want and i've used that before when I had superhuman human colonists who didn't really need rest.
Vampiresbane Oct 13, 2024 @ 10:19am 
@Indigo Rose Try it without the ISR2G and see if the problem persists. The ISR2G's had issues even in the original Roads of the Rim mod. If you can build roads without the ISR2G, make sure to post a bug in Mlie's discord according to his description on this mod page.
Indigo Rose Oct 13, 2024 @ 8:19am 
I don't know if this is a known problem or not, but I've tried about a dozen times to send out my construction caravan, but they just go to sleep all day. They never wake up and work. I have them carrying the ISR2G (well, the advanced version) but still no work gets done. What have I done wrong?
vakapad777 Oct 11, 2024 @ 12:18am 
Thank you.
Vampiresbane Oct 9, 2024 @ 11:11am 
@vakapad777 They conflict with each other if they're both used. Roads of the Rim just has roads. This has both roads and rails.

@dvpierce Not intentional, but possibly hard to change. When RotR and RRotR were made, DLC's had not been released to allow for robots or tireless pawns to build indefinitely. The original author did not foresee this and I don't have the C# skill to make that change. The code for this mod is available for anyone to make a fork from it and make that update though--I'd love to see it and encourage it.
Mlie  [author] Oct 9, 2024 @ 10:03am 
@vakapad777 It is an alternative
vakapad777 Oct 9, 2024 @ 8:20am 
Is this meants as an alternative to roads of the rim, or should both be enabled?
Mlie  [author] Sep 1, 2024 @ 2:29am 
@dvpierce No
dvpierce Sep 1, 2024 @ 12:57am 
When using this mod in conjunction with Vanilla Races + Androids, the caravans set to build roads force a stop/rest at night even when they are comprised solely of pawns that don't need to sleep. Is this intentional?
Mlie  [author] Aug 29, 2024 @ 5:14am 
@greatorder Fixed now
greatorder Aug 27, 2024 @ 10:58am 
The ISR2G has a minor spelling error - It says Ressource instead of Resource
Mlie  [author] Aug 22, 2024 @ 4:41am 
@Nebula Please see the Reporting Issues section described above
Nebula Aug 22, 2024 @ 4:28am 
This mod causes various problems for vehicles from the Venicles Framework when moving around the map.
Mlie  [author] Aug 17, 2024 @ 2:01pm 
@Öracle™ Compatible in what way?
Öracle™ Aug 17, 2024 @ 1:51pm 
is this compatible with Better Roads?
Keerp Aug 15, 2024 @ 12:41am 
@far out doesnt seem to be fixed for me
WDLKD Aug 11, 2024 @ 8:39pm 
How does this work with VFE medieval road building? Do they conflict?
far out Aug 7, 2024 @ 11:36am 
According to Smash Phil's change logs on Vehicles Expanded, he's now patched for this mod, so hopefully it works in tandem now folks :D
Spaxxow Jul 29, 2024 @ 6:43pm 
I just spent hours figuring out the mod conflict... I come here to report it and you guys beat me to it...