RimWorld

RimWorld

Walk the World
160 Comments
Silversol 16 hours ago 
how can I bring my animals within?
Heretical Caliphate Aug 30 @ 11:00am 
Why would you disable to ability to "abuse" map gen for ancient dangers etc? Policing a single player game is so stupid. Part of the fun in exploring is coming across things like ANCIENT DANGERS.
MadMage Aug 27 @ 1:28pm 
This is an odd question, but I have a feeling your mod might be the key to what I want. See, I am looking for a way to choose an 'exploration' map when landing a Gravship on a tile for when I'm making a journey that is too far for a single jump and don't want to leave a mess of abandoned colonies behind.

Would this be something you could look into?
RaptorMother Aug 27 @ 6:27am 
Hiii, sorry to be a bother.. I can't seem to be able to get the transfer from map to map to work. Whole log is here: https://pastebin.com/MiTbCzmi

In particular, this shows up when I get the confirmation window that I want to travel to another map: https://pastebin.com/AXt4XeS9

After which an empty caravan is formed on the world map, while the pawn remains on the original tile, and the target map which appeared for a split second disappears.

I've removed all suggested incompatibilities (vehicles, events expanded, giddy up), and what the target tile is doesn't seem to matter (empty tiles).

Again, sorry for the bother, it'd be amazing if I could get some help!
SirDvorfDm_TTV Aug 26 @ 8:11am 
how to make ore spawn in tiles i walk in
心猿意马 Aug 26 @ 3:29am 
看上去很不错,可惜看不懂
好耶权夜 Aug 25 @ 9:03pm 
Is the task problem fixed?
Chad Thundercock Aug 24 @ 4:27pm 
mechs seems doesnt work
Cadet CStinky Aug 24 @ 2:07pm 
Any way to keep mounts & vehicles?
shady Aug 23 @ 10:03pm 
very clunky and worse than vanilla caravan. sad
BTCafe Aug 23 @ 6:55am 
Not sure if this is a bug but after walking on friendly base there's always a "reinforcement raid" from said base, possibly triggered by you being there.
SmellyFishNuggets Aug 21 @ 5:20pm 
i imagine it would need an incredibly heavy computer to run
咕咕鸡 Aug 21 @ 9:45am 
cannot visit the empire mod settlement.will destroyed the map if you use the walk function at it
Miller Aug 19 @ 1:29am 
awesome mod, a patch for giddy-up and vehicle framework would be welcome.
Fox Aug 19 @ 1:21am 
No vehicles :с
Joof Aug 18 @ 4:40pm 
@Wargamer

Seconded. Caravan lost the animal I was riding.
peak
Combine Elite Aug 17 @ 5:51pm 
please backport this i BEG of you
Koilawakinni Aug 17 @ 4:03pm 
Should I disable Visit Settlements for this?
Wargamer Aug 17 @ 12:51pm 
biggest issue for me right now is not being able to bring pack animals or live stock with you.
好耶权夜 Aug 17 @ 6:49am 
@addvans Could you please tell me when you can fix the problem? I am really looking forward to playing this mod.
Luís Aug 17 @ 5:09am 
Is it only my game that is spamming eltex meteor quests?
好耶权夜 Aug 17 @ 2:35am 
Okay thxx , Good luck for you!
addvans  [author] Aug 17 @ 2:23am 
@好耶权夜 hi! It is a bug currently when some players don't have any quests available. I'm currently investigating for a solution
好耶权夜 Aug 17 @ 2:20am 
why everytime I ask for task in game but it is no any response?
TheSurvivor64 Aug 16 @ 4:19pm 
@SleepyZzZ Look up adventure mode on the workshop it'll blow your mind
TIIKKETMASTER Aug 16 @ 2:09pm 
Haha yes, YES!
Aafli Aug 16 @ 1:47pm 
I love the idea of being able to visit settlements of other colonies. It'd be great if it could be finalized by letting your pawns request services like having medical pawns from other factions perform a specific surgery on you or something, allowing solo pawns to put on that archotech arm they found from a ruin.
strayedred Aug 16 @ 1:20pm 
Been using this mod for a couple days now, and I can officially say it's awesome! It makes traveling a much more immersive experience - I love sightseeing while I wander the map :)

It also makes caravans with my god pawn even faster, which I didn't think was possible lol. She's a map-traversing machine! My only issue is the buffer between map tiles, but it's so minor that it doesn't really matter all that much - just a few seconds per new tile (this lag could potentially just be because my laptop is a dinosaur begging for death). Lovely mod, thank you for posting <3
Oldman Aug 16 @ 11:55am 
TCO1, sentient animals is still 1.4 tho
TC01 Aug 16 @ 7:00am 
Giddy Up works with this mod if you use Sentient Animals.
https://steamcommunity.com/sharedfiles/filedetails/?id=2843067654

It effectively turns animals into pawns.
Animals can also pick up items negating the need to form a caravans.
Foxy Aug 16 @ 5:08am 
1.5?
SleepyZzZ Aug 15 @ 9:35pm 
This is such a great idea. It makes me want an adventure mode!
someonesneaky Aug 15 @ 7:23pm 
Even though it's not the kind of playstyle I'd use myself, it's still such a lovely idea!
I'm cucked Aug 15 @ 12:11pm 
Can I start a caravan and move with my animals, or is that not possible?
badassgrunt [Medicdiver] Aug 15 @ 9:37am 
Is it possible for you to add a filter for what events can happen when entering maps? Like I said earlier, some events generate bugs when you abandon the map a few minutes later.
FoxesCouch Aug 15 @ 7:31am 
This is the ONLY mod I have been waiting for for rimworld. 10/10 idea, Once we have the ability to fully integrate an adventure mode in the game I'll finally consider this the best game I have ever played.
addvans  [author] Aug 15 @ 5:53am 
@Stephen the Vietnamese hi! WTW uses vanilla map generation - everything related to creating new tile (both settlements and exploration mini tiles) are taken straight from the base game. But yeah, map creating is a laggy process, which is why exploration tiles are 60x60 by default. You can also try to lower it even more!
Stephen the Vietnamese Aug 15 @ 4:25am 
this mod is VERY lag... i have 16gb ram and it heating up my laptop all because of the whole new colony map loading
Alexander The Great Aug 15 @ 1:35am 
Thank u
Alexander The Great Aug 15 @ 1:35am 
Thats what i always wanted.
Just Aug 14 @ 9:15pm 
P.S. This mod's idea is very cool. It's kind of adventure mod from DF =)
Hope authors will make it more compatible :)
Just Aug 14 @ 9:07pm 
@Darkstar, I'm current maintainer of "Just Leave Already". Neh, it will not work very well together. I uploaded new version and also a hint how to do these 2 mods to work together - is to disable confront functions. It can work, I wrote how to manage it. But I expect more issues.

Core issues: "Just Leave Together" allow you to exit map on the edge using "vanilla" mechanics, which is caravan. So, you instantly form a caravan with anyone, who exit map at the edge.
This mod however, throw this mechanic completely away and replace the check of if any Pawn at exit by "no, you are not at exit" regardless. But! It adds new checks and activate new feature to proceed to new map. It, however, doesn't touch the things used by "form caravan" mechanics. So, hybrid =)

Regarding VF, it seems, the author of that mod didn't take this into account at all. I think, the issue is how currently the Pawns get calculated, which are at the edge (in VF the vehicle is kind of Pawn).
WA2000 Aug 14 @ 9:00pm 
incompatibility with Vehicle Framework
badassgrunt [Medicdiver] Aug 14 @ 7:39pm 
So I may have found a minor incompatibility with vanilla events expanded; specifically the global warming/ice age events. It forces a planet-wide temp change with no way of ending, even in dev mode.
Devixian-Firehawk Aug 14 @ 5:55pm 
god I wish this was available for 1.5
Just Aug 14 @ 2:34pm 
oh, nvm. Looks like there is more issues with VF in general.
When used small vehicle: https://gist.github.com/HugsLibRecordKeeper/a4c62df0a8f8aa30304fb3a2bab5ab65
Just Aug 14 @ 2:26pm 
Vehicles cannot reach the edge of the map. Would be great to have increased edgeSize if Pawn is vehicle (Type: VehiclePawn). https://steamcommunity.com/sharedfiles/filedetails/?id=3014915404
PanicOregon281 Aug 14 @ 1:26pm 
This feels like a horrible idea to install with RimWars, but I want it lol
>INeedIt.gif
BenFart22 Aug 14 @ 10:42am 
rimworld has become a tradition roguelike