RimWorld

RimWorld

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[DHM]ZiplineMod
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Mod, 1.5, 1.6
File Size
Posted
Updated
157.680 KB
22 May @ 3:12am
8 Jul @ 1:47am
13 Change Notes ( view )

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[DHM]ZiplineMod

Description
This mod was inspired by the zipline system from the game Death Stranding.
I've done my best to eliminate bugs, but if you encounter any, please leave a comment.

You can customize your gameplay by adjusting the five XML values below,
but I recommend playing with the default settings as they are balanced:

<distance>35</distance>
<getdistance>5</getdistance>
<safedistance>2</safedistance>
<ziplinespeed>2</ziplinespeed>
<connection>5</connection>

The reason there's no power consumption is that this building becomes available after researching Transport Pods, and the concept is a short-distance transport system that doesn't require power. We will review this part in the future.

We also plan to allow enemies to use the zipline in events, but for now, only the code has been written. We will update this feature if possible in the future.

Tired of sluggish movement in your RimWorld colony? Revolutionize your base's mobility with the Zipline! Instead of long, tedious walks, your colonists can now zip across your base and reach their destinations in the blink of an eye.

Whether it's hauling resources, responding to emergencies, or expanding your base, the Zipline helps your colonists achieve peak efficiency in every situation. It's fast, convenient, and will completely transform your RimWorld experience. Install it now and soar into a new era of colony management!

Zipline Usage Conditions
There's one important condition for using the Zipline: A portion of the colonist's current job path must fall within the radius of both the Zipline's embarkation (start) point and its destination (disembarkation) point. This means colonists will only use the Zipline to shorten their travel time if their intended work overlaps with the Zipline's route. This system prevents unnecessary Zipline usage and encourages strategic placement.

Key Features:
Blazing Fast Travel: Experience unprecedented movement speed in RimWorld.
Strategic Flexibility: Gain a tactical advantage in positioning colonists and goods.
Boost Productivity: Maximize overall colony efficiency by drastically cutting down travel time.

Bugs / Suggestions
Please report any issues or feature requests via the Comments or Discussions tab.

Credits
Developed by DRILLED_HEAD
Texture : made by seobongzu

Inspired by improved funerary mechanics and aesthetic storytelling

☕ **Support the Developer** ☕

[buymeacoffee.com]


If you enjoy this mod, consider buying me a coffee! Your support helps me create more awesome mods for the RimWorld community.
Popular Discussions View All (1)
5
6 Jul @ 2:39am
not work in 1.5 now (resolved)
RedFlag
105 Comments
一空输,出动! 31 Aug @ 7:13am 
If I want to remove or reduce the restriction of building zip-line tower near buildings, can I make it through modify the XML setting? If it is possible, where or how should I change?
unclefood 22 Aug @ 3:43pm 
Colonists carrying corpses while trying to use ziplines seem to randomly 'lose' their corpses when hitting a transferring zipline hub mid-travel. I've had it occasionally happen with both hunted animals and enemy pawns, not sure if it's happening with other non-corpse items.
Dewa 10 Aug @ 4:50am 
[Likes earned for your zipline] 👍
Drilled_Head  [author] 10 Aug @ 1:32am 
lylacafe137 : 림월드의 job 구성방식이 일관적이지 않고 job마다 타겟이나 이런게 다 다르게 구성되어있어서 모드로 추가하거나 하면 버그가.... 추후에 업뎃할 때는 이런 부분 최대한 개선하려고 하니 많이 응원해주세요 ㅎㅎ
lylacafe137 10 Aug @ 1:05am 
아쉽군요. 그래도 모드 자체가 너무 컨셉이 좋아서 버그 있어도 빼지를 못하겠네요 ㅜㅜ 참고 쓰겠습니다 다른 모드들도 구독했습니다 추후 소식 있으면 또 소개글 올려주세요 ㅎㅎ
Drilled_Head  [author] 9 Aug @ 11:12pm 
lylacafe137: 모드충돌인것 같은데... 보니까 잡을 추가하거나 변경하는 모드, 트윅이 있는 경우 오류가 발생하는 것 같아요. 추후 짚라인 시즌2를 만드려고 합니다. 그때 사용바랍니다
lylacafe137 9 Aug @ 7:47pm 
아래 댓글 관련 모드 리스트 첨부합니다.
https://gist.github.com/harry6661/8462ae78110657307cceeae5a2496b08
Dj0z 9 Aug @ 7:38pm 
Also:

-A Hauler mechanoid was at one point stuck trying to empty the Mech Charger. It took the Toxic Wastepack there, used a zipline, but dropped the Wastepack exactly on the arrival Zipline column. The Hauler then tried to pick up the dropped Wastepack, and got moved by zipline somewhere else. Then it repeats.

-Back to the scenario where a prisoner is waiting for a surgery, a stack of medicine within a zipline's radius was causing any pawn who tried to haul it, to be pushed back into the medicine's tile. They were not standing but trying to walk away with the medicine. It was like a forcefield.
Dj0z 9 Aug @ 7:31pm 
So this is super cool and convenient when it works, but I have noticed the following issues :

-A pawn wants to operate on a prisoner. The pawn places medicine next to the prisoner's bed, then uses a zipline to quickly go get the prosthetic. Then my animals trained in Hauling immediately come and haul the medicine away. Then all of this repeats. It's like the medicine next to the bed no longer counts as reserved by the doctor pawn as soon as they hit the zipline.

-Pawns using a zipline disappear from all management tabs, like Work or Schedule. This lasts for as long as they're on the zipline. This can lead to misclicks : You want to change a work priority, but someone uses a zipline so the list gets messed up, and you click another pawn's priority.
Drilled_Head  [author] 9 Aug @ 12:14am 
lylacafe137 : 모드리스트를 알수 있을까요?