RimWorld

RimWorld

Walk the World
182 Comments
Droider 16 hours ago 
does this work with wasd pawn?
meyermagic 7 Oct @ 4:48pm 
Love this mod! It'd be cool if the generated tiles tracked some basic stats across deletion / regeneration. Ie, starting food vs remaining food, starting animals vs remaining animals, starting ores vs remaining ores, and then removed generated plants / animals / ores according to the tracked ratios + time elapsed (for plants & animals, ore would be gone forever), so that you could forage on neighboring tiles without having to remember which ones you used and when for fair play.
Ascythian 4 Oct @ 1:50pm 
Does this do what Visit Settlements - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535955435 does?
Derrick da Fox 2 Oct @ 7:34pm 
Would really love compatibility with VVE
Surresatan 1 Oct @ 12:32am 
Anyone know if there is a sub mod for vanilla vehicles expanded for this mod?
Breen 27 Sep @ 9:35am 
caves of qud!!!
Colonel Beep 25 Sep @ 11:41am 
Hello! I'm making myself a mod pack that overhauls Rimworld into a "Dwarf Fortress Adventure Mode" with this mod as one of the focal points.

So far I've added
- Walk the World
- Echoes of the Rim
- Item Ownership
- WASD Movement
- Run and Gun

Are there any mods you can think of that would drastically change this game play loop I'm targeting in interesting ways?
woah
GoldenDove20 22 Sep @ 10:19pm 
This seems to have a lot of weird things happen if you also have the "Vanilla Expanded" series installed, more specifically "Vanilla Events" and "Vanilla Aspirations" were acting incorrect

I also think long term events were triggering more? ones from odyssey and vanilla events, I was getting a very odd amount of events very quickly. It seemed to start once I installed this mod
Vororo 18 Sep @ 5:40am 
just realized this is the same guy that made WASDed Pawn. Man is turning Rimworld into adventure mode.
Mozetronick 11 Sep @ 10:03am 
This vertical gif is slowing the whole steam page of your mod down like crazy and the text is not copy-pasteable for translation. What does this even mean and how do you explain it?
Begula 9 Sep @ 8:44pm 
Hi! I check the mod every day, all for the sake of not missing the support of Mechanoids from Biotech and Vehicles from Vanila Vehicle Expanded!
Redyankee 9 Sep @ 6:08pm 
amazing, warband playstyle is peak
KawwaK 7 Sep @ 9:14am 
This mod is amazing, a game changer!
qux 7 Sep @ 5:52am 
Hi, are you working on compatibility for animals and vehicles? Thanks
Duck 7 Sep @ 2:09am 
please make it compatible with griddy up
тетеря, блин 6 Sep @ 8:31am 
Is it possible to «remember» tiles at least around you and your base? So you can move back and forth in predictable territories.
addvans  [author] 5 Sep @ 10:51pm 
@Heretical Caliphate just to clarify - I didn't disable ancient dangers on purpose. By default, exploration tiles are copied from the vanilla Camp sites (from caravan functionality). Vanilla camps can't generate ancient dangers (developers choice), therefore WTW tiles can't neither. There are mods that enable that (something like "enable ancient dangers in camps") - installing one of those should enable them in exploration tiles.

I will consider adding toggleable option for that, but that still is not my extra effort for that - it's the same way AD generates in vanilla game.
addvans  [author] 5 Sep @ 10:48pm 
@Misha4ek By Magic hi! Sorry to hear that

>you can spawn inside a 2x3 carved stone wall instead of in a large opening.

That is just because of movement is direction related - WTW tries to put you in the exact mirror position where you left the last tile. While it can lead to such situations, it enforces on walking back and going around for another entry. I can agree that it is frustrating sometimes, but such issues are because the tiles are generated without adjacent borders in mind (unlike Minecraft's chunks for example). I'll probably won't do anything about that, sorry

>You can get softlocked by the constantly appearing popup: “Do you want to travel to the next tile?”

It is a mod-compatibility related bug (a lot of similar reports with vehicles mod for example). I'm currently looking into that.

Thanks a lot for useful feedback!
Misha4ek By Magic 5 Sep @ 4:15pm 
This mod is shit. You can get softlocked by the constantly appearing popup: “Do you want to travel to the next tile?”
When entering your own settlement, you can spawn inside a 2x3 carved stone wall instead of in a large opening.
There’s also the possibility of a “one-way” walkable tile: the first time, it only takes breaking through one stone wall to reach the exit, but the next time you try to return, it spawns you behind nine stone walls.
BlackWaterAquifer 5 Sep @ 2:19pm 
Seems cool, but comments section is reporting bugs. Will be back later, thanks OP.
Rex705 1 Sep @ 8:42am 
Wish this worked with Winston Waves but after loading save everything seems to be reset
Silversol 30 Aug @ 10:45pm 
how can I bring my animals within?
Heretical Caliphate 30 Aug @ 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 27 Aug @ 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 27 Aug @ 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!
Dance with me 26 Aug @ 8:11am 
how to make ore spawn in tiles i walk in
心猿意马 26 Aug @ 3:29am 
看上去很不错,可惜看不懂
好耶权夜 25 Aug @ 9:03pm 
Is the task problem fixed?
Chad Thundercock 24 Aug @ 4:27pm 
mechs seems doesnt work
Cadet CStinky 24 Aug @ 2:07pm 
Any way to keep mounts & vehicles?
shady 23 Aug @ 10:03pm 
very clunky and worse than vanilla caravan. sad
BTCafe 23 Aug @ 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 21 Aug @ 5:20pm 
i imagine it would need an incredibly heavy computer to run
咕咕鸡 21 Aug @ 9:45am 
cannot visit the empire mod settlement.will destroyed the map if you use the walk function at it
Miller 19 Aug @ 1:29am 
awesome mod, a patch for giddy-up and vehicle framework would be welcome.
Fox 19 Aug @ 1:21am 
No vehicles :с
Joof 18 Aug @ 4:40pm 
@Wargamer

Seconded. Caravan lost the animal I was riding.
жопа 17 Aug @ 10:33pm 
peak
Combine Elite 17 Aug @ 5:51pm 
please backport this i BEG of you
Koilawakinni 17 Aug @ 4:03pm 
Should I disable Visit Settlements for this?
Wargamer 17 Aug @ 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 17 Aug @ 6:49am 
@addvans Could you please tell me when you can fix the problem? I am really looking forward to playing this mod.
Luís 17 Aug @ 5:09am 
Is it only my game that is spamming eltex meteor quests?
好耶权夜 17 Aug @ 2:35am 
Okay thxx , Good luck for you!
addvans  [author] 17 Aug @ 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 17 Aug @ 2:20am 
why everytime I ask for task in game but it is no any response?
TheSurvivor64 16 Aug @ 4:19pm 
@SleepyZzZ Look up adventure mode on the workshop it'll blow your mind
TIIKKETMASTER 16 Aug @ 2:09pm 
Haha yes, YES!
Aafli 16 Aug @ 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.