RimWorld

RimWorld

CaravanSpeed远行速度Patch
16 Comments
The Child Of War 23 Jul @ 1:59am 
ooooooh ok I didn't understand it like that but thank you for the answer have a great day
Kutake  [author] 22 Jul @ 5:59pm 
@The Child Of War
The speed boost only applies if the pawn's movement speed is higher than the vanilla default. If there's no increase, the caravan speed won't be affected, regardless of the multiplier setting.
The Child Of War 22 Jul @ 9:16am 
doesnt seem to work even if its 0.1 or 5 nothing is working
Kutake  [author] 15 Jul @ 10:44am 
@过场动画中
有可能是速度过高,导致寻路代价几乎一致,建议不要设置太高
过场动画中 15 Jul @ 9:21am 
我设置这个的速度是0.1 然后会导致远行队寻路错误 变成螺旋状 没有红字报错 不知道为什么
Kutake  [author] 12 Jul @ 9:57am 
@Etios_Horus
work fine here in my 1.6, any error log or detail?
Etios_Horus 12 Jul @ 9:23am 
Does not seem to work, either at 0.1 speed or at 5 speed
SanguinarcAQL 12 Jul @ 2:51am 
Thanks for the update ma dude :steamthumbsup:
Kutake  [author] 11 Jun @ 3:00pm 
@Spicy
The calculations are done after the vanilla speed logic, so is highly compatible and safe to add or remove mid-game.
Performance impact is minimal — the logic is lightweight and only runs during caravan movement updates.
Spicy 11 Jun @ 2:17pm 
how well does it perform? when are the calculations made? would it be fine to remove mid-game?
Admiralthrawnbar 7 Jun @ 6:14am 
Oh thank god someone finally made this mod, I hated it so much when this got removed from base game.
SanguinarcAQL 5 Jun @ 1:14am 
Thanks ! My next game is gonna be full of horse archer on top of cyborg animal :lunar2019coolpig:
Kutake  [author] 4 Jun @ 8:40pm 
@SanguinarcAQL
It should work fine now.
SanguinarcAQL 4 Jun @ 1:02pm 
Vanilla lacks a mechanic that allows for faster animals, and if I could cyberneticize my animals, I would probably do so.

Imagine a futuristic Hun archer circling around a mechanoid cluster while riding cybernetically enhanced horses. That's awesome. It seems reasonable to travel across the map with them, but their speed is not calculated in vanilla, which is a shame.
Kutake  [author] 4 Jun @ 8:48am 
@SanguinarcAQL Thanks for the question

This mod was mainly inspired by noticing that colonist move speed is completely ignored in vanilla caravan speed logic — so I wanted to fix that by making fast pawns actually matter.

It doesn't modify or interact with the animal speed logic in any way. The mechanics for rideable animals remain unchanged and are still handled by the base game or other mods like Vehicles.

That said, your question got me thinking — do you think it would be reasonable to also factor in animal speed more directly? For example, should the speed of fast animals (like a horse with bionic legs) influence the caravan's overall pace?
SanguinarcAQL 4 Jun @ 1:50am 
Cool idea but I wonder how does this mod interact with animal caravan speed boost? If your pawn is really fast, does giving him a horse multiply his speed by 1.6? Or does it cap at the maximum speed of the horse or something ? And what if my horse is very fast (like with 4 bionic legs) but not my pawn?