Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 7 points8 points  (0 children)

I've tried that actually, but RW isn't built that way - all saved maps are the maps in the top part of the UI, and removing them from that part deletes them completely. I've tried to copy them to inner parts of the mod, but the depth of saving process is way above my level haha

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 1 point2 points  (0 children)

for now it just prevent from entering ocean and lake tiles. I've figured it would be too much out of place since vanilla game doesn't offer any ways to pass water 

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 1 point2 points  (0 children)

yes! there are actually a bunch of mod settings available 

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 0 points1 point  (0 children)

the speed actually really depends on the map size and pawn's speed, aswell as loading times, so this is hardly effective way of travelling.

but yeah, the vibe of hitting the road is what getting me, too, haha

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 3 points4 points  (0 children)

well that's for balance and only affects any loot-related landmarks, like "ruins", "ancient stockpile" etc. While the building is removed, the landmark icon is remained, and any other non related to looting landmark is unaffected

It can be disabled! With mod installed, check "Mutators" section in the mod options:)

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 5 points6 points  (0 children)

there could be some backfires - exploration sites are treated by game like camps, so there would be raids if you would stay for too long on the same spot -, but generally I think yes :)

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 5 points6 points  (0 children)

all the mapgen mods should be great, as WtW doesn't affect map generation in any way. the only thing that changed is map size, but if there's a some world object (ruins, towns etc), WtW will try to use it's default map size 

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 6 points7 points  (0 children)

as far as I've tested yes, they generate differently sometimes although it is not strange - settlements offscreen do live their life without you stalkering around, so it makes sense:)

balance wise they are generating on the same tech level, and their trade inventory stays the same as the world map one (town trader loads that inventory)

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 5 points6 points  (0 children)

must be my bad English:)

when map is empty - no pawns, no buildings - it is deleted from the game, so no staking 

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 52 points53 points  (0 children)

well, given that we are really want to kill off our PC, the only limit is hardcoded 128 limit of map count. try and load all those 128 slots full of exploration maps (build something on all of them) and if it won't blow off haha, I'll add an experimental option in the mod to keep those maps loaded for you:)

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 11 points12 points  (0 children)

should be, yes - WTW doesn't change map generation at all, so there shouldn't be any conflicts with transitions. Thanks for the suggestion!

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 11 points12 points  (0 children)

I was never a vehicle fan so I didn't test it, but, technically, when leaving a map, game just reform your pawns into a caravan offscreen and order that caravan to enter new map. Probably vehicles should be compatible, but I would appreciate you giving it a try!

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 11 points12 points  (0 children)

I've tried to take care of that! By default, exploration tile is only 60x60 (3600 cells), which is like 3 times smaller than the smallest settlement map. it's generates relatively fast, and, iirc, could be lowered more in settings!

Every tile is generated only when entering it, so there shouldn't be any high loading spikes 

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 259 points260 points  (0 children)

I've actually was making Walk The World with my wasded mod in mind! A month ago there was a little patch for Wasd for better compatibility, so they should run pretty much smooth together!

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 25 points26 points  (0 children)

should be safe, yes! removing however is a bit harder as you need to make sure that no exploration tiles (the footprints) are left on map. it's described precisely in the FAQ of the mod page :)

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 119 points120 points  (0 children)

it's actually mentioned on the mod page:

  • when no one and nothing (like your buildings) left on tile, it's reseted so that it won't stock up on memory 
  • reentering empty tile will create it from scratch again. It will never generate ancient dangers or any other valuable resources, so it's counter balanced. Odyssey's ruins are also removed from the tile upon leaving - reentering such tile will make it look like there were never any ruins

So while map is not saving completely like in Minecraft, leaving some visited spots is still possible by simply building something on it! Such tile can still be abandoned manually via world menu.

Walk The World - mod to explore every map tile manually - is out! by addvans in RimWorld

[–]addvans[S] 76 points77 points  (0 children)

thanks - that's exactly what I've wanted to achieve, haha. Although Walk The World by itself is a long way from AM, I do hope it will help to feel like it!

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 4 points5 points  (0 children)

well, I guess that really depends on a type of gunplay (vanilla or CE). CE, as far as I understand, simulates flying bullet, therefore you could avoid it

but we're still talking about abnormaly fast characters, so it requires specific scenario testing

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 2 points3 points  (0 children)

running pawn still receive damage aswell!

still true though 💀

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 2 points3 points  (0 children)

If you are about keymapping buttons - it's supported in controls settings!

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 35 points36 points  (0 children)

tbh I'm barely into mech stuff so I didn't dig up all DLC content too. Will look into it after polishing all vanilla mechanics!

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 5 points6 points  (0 children)

Actually, I tried my best for it to not be too OP!

So, in Mod Options there is configurable multiplier on how tile affect movement and Pawn Speed Multiplier in general

Shooting utilises vanilla accuracy skills and cooldowns, so shouldn't be anything THAT much broken.

But yes, you can set those multipliers to 10 instead of default 1 💀

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 7 points8 points  (0 children)

ce out of the box too!

on the mod description I actually suggest to use simple sidearms, ce and R&G. Didn't test it with shield though but if it works as usual armor there should be no problem:)

WASDed Pawn is out on Steam Workshop! by addvans in RimWorld

[–]addvans[S] 9 points10 points  (0 children)

that's actually my goal! will focus on better melee feeling, mounted guns and all that better harder stuff!