RimWorld

RimWorld

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X - Realistic Roads
   
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Mod, 1.4, 1.5
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3. jan. kl. 13:13
8. apr. kl. 0:11
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Abonner for at downloade
X - Realistic Roads

I 1 samling af Graf
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26 genstande
Beskrivelse
The mod changes the cost multipliers for traveling on roads. Instead of the universal 0.5 multiplier, roads now have the following effect:

dirt path - 0.6
dirt road - 0.5
stone road - 0.4
ancient asphalt road, ancient asphalt highway - 0.3


For what?

I've always been confused by the fact that in RimWorld all roads have the same cross-country ability. Whether it's an asphalt road or a dirt road (which is a muddy mess one half of the year, and potholes and potholes the other). But I put up with this game convention. Especially since for some time I used the mod Roads of the Rim (Continued), where this problem was solved.

But at some point I switched to Vanilla Factions Expanded - Classical, which had its own system of road building. However, there was one drawback to it. Although the player could build different types of roads, there was no point in building anything other than the cheapest dirt path. The effect is the same anyway. I started looking for a patch that changes the multipliers, but to my great surprise I didn't find one. So I wrote it myself. In my opinion, it is the best balance of traffic cost multipliers. The difference is palpable, but not so much that it seems absurd.

Not so long ago there was a long-awaited event - there was a mod that allows you to use transportation. The Vanilla Expanded team is preparing to release a mod dedicated to a variety of road adventures (new events, locations, etc.). All this means that traveling around the world of the game finally becomes interesting. Under these circumstances, the characteristics of roads become more significant. Perhaps someone my simple mod will help to improve the game experience in this part.

(Picture generated by the "Kandinsky" neural network. If you would like to download the image without the caption, you can do so here: https://steamproxy.net/sharedfiles/filedetails/?id=3136816410)
7 kommentarer
Graf  [ophavsmand] 21. aug. kl. 23:37 
@Crusaderjack
Haven't tested them for compatibility. However, I don't see the point in using these mods at the same time. «Rails and Roads of the Rim» has much more features, including the ability to customize the movement cost of the roads (I judge from the mod description, it says: The roads of RRotR do not only provide a customized movement cost multiplier compared to the base game, they also cancel some or all of the movement cost of the terrain). If you are using «Rails and Roads of the Rim» (or «Roads of the Rim»), then you simply don't need my mod. My mod is for those who prefer to make the least possible changes to the game.
Crusaderjack 21. aug. kl. 22:49 
Does this work with Rails and Roads of the Rim?
condottiere 1. juli kl. 12:50 
I noticed this about all the vanilla road types as well! I found your mods through the patch for Erin's hair mod, but this one sounds very sensible.
Makk 5. jan. kl. 6:58 
Wow never knew there was no difference. Just figured only roads of the rim fixed it (using that mod for ages)
Gregory House 5. jan. kl. 3:11 
Welp, guess I'm building roads now.
Hyomoto 4. jan. kl. 15:37 
This is hilarious, I also never knew there was no difference and now that I do I want a solution, damn it! Oh, here's one. Excellent.
Shadowpaw 4. jan. kl. 13:24 
Oh... I didn't even know there wasn't a difference.