V1.17.0.2
Adds the ability to build roads on the world map.
Watch the mod in action here:
https://www.youtube.com/watch?v=Obsmx-m0-wI
(http://cloud-3.steamusercontent.com/ugc/879749250713129395/84E67AB68FEF2D805951AC2909D947561BB831D8/)
:::WARNING:: MOD REQUIRES JECSTOOLS TO RUN::::
InfoHow to Build Roads
- Research the appropriate technology in the research menu.
- Send a caravan to the world map.
- Select the caravan.
- Click the build roads button.
- Select the path of your road's blueprints.
(Note: Dirt roads require no resources to construct, however, other roads require resources for the blueprints. Check the resources required by clicking on them.)
(Tip: The more people in the caravan, the faster the road's construction)
Available Road Recipes
- Dirt - Fastest construction time. No resources required.
- Stone - Decent construction time. 150 stony materials required.
- Asphalt - Slow construction time. 250 stony materials and 30 chemfuel required.
- Asphalt Highway - Slowest construction time. 450 materials and 60 chemfuel required.
Special thanks to all those that support me on Patreon:
Producers
ShotgunFace, Paul Veloz, Yewty Oxman, TheDayDude, Ruhurin Meras, Kevin Reagan
Jerod Clayton, infinity421, DesTiNy, Aron Glasser, Ashleigh Miller, Blaze Reynold,
Chelsea Archambeau, Dan Winn, Fredric Sundberg, Kevin Reagan, Liam Farmer, meatface,
Michael Lauder, Michin, Sarah Banks, Toss Antilles, Undead Jackel
Supporters
Jordan Robinson, Calum, Spencer Wade, Blaze Reynolds, Chelsea, Caine Detueur, Arty Kubin, Jacob Duga, Ryan Brock, Evan Hwang, Moshat, Christopher, Don Butterblume, John Boehr, George Chong Chuang Ming, Oliver White, Helpful Bot, vincent de keijzer, roxxploxx, Legless, Christopher Abel, Karol Rybak, Mathias Broxvall, Mark, Tim Stillson, Lachlan Easton, Nemuri Hime, Sera, Christian Hermansen, NiNe Bottles of Rum, Populous25, Steven James, Marcus Siraenu, totobrother, Alex, Alexander Harestad. Jordan Robinson. Calum.
Notes
Mod commissioned for Anonymous.
Questions / Comments / Bug Reports
Head to our Discord server -> https://discord.gg/AaVFA7V
Download((((MAKE SURE TO HAVE JECSTOOLS (https://github.com/jecrell/JecsTools/releases/) ^^
Download from Patreon (https://www.patreon.com/posts/14681622)
Download from Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1156492920)
Nice :) do better roads actually provide more speed bonus?
(http://www.grouchoreviews.com/content/films/3292/1.jpg)
cool, now i want to build walls on the map too lol. great walls that block the flow of traffic, so i can funnel them into my checkpoints which would increase the commonality of events like traders and travelers
wouldn't that be somethin? travelroutes and checkpoints ftw
One little question
Is this save game friendly or it requires new game to function properly?
Today we build a road, tomorrow we will build Rome.
Maybe we could build mines, factory, trading post or even village to generate resource for our main colony. Of course it will be treat as another base of our faction and can be raid by badguys. Might works as part of a grand quest for an overly ambitious pioneer who wish to tame Rimworld.
so cool... seems the sky is the limit to modding rimworld.
Quote from: megrim on October 03, 2017, 01:23:14 PM
so cool... seems Not Even the sky is the limit to modding rimworld.
Fixed,
Considering Dropships, Exporting Features and Spaceships than restart Games.
What a wonderful idea! This should be vanilla one day!
Can you tell us ranges for the construction so we know how much food to stock?
Looks very cool but will mean another two mods for me. I don't want to end up like SpaceDorf with a serious mod addiction but this one has me twitching to get at it.
Couple of questions though before I hit that upload button. I see the clip but how many Game hours are we talking to build a road? I am guessing the clip is at 3x speed. Do the number of Pawns in the caravan adjust the speed of the build and do skills matter?
Can you just build the Highway straight of the bat or do you need to upgrade each level so dirt road first then stone etc? If not why not as this is how roads generally come about.
Quote from: Iwillbenicetou on October 03, 2017, 06:54:28 PM
Can you tell us ranges for the construction so we know how much food to stock?
Road construction time varies depending on how many people you have in your caravan and their construction skills.
Quote from: Vlad0mi3r on October 03, 2017, 07:16:08 PM
Looks very cool but will mean another two mods for me. I don't want to end up like SpaceDorf with a serious mod addiction but this one has me twitching to get at it.
Couple of questions though before I hit that upload button. I see the clip but how many Game hours are we talking to build a road? I am guessing the clip is at 3x speed. Do the number of Pawns in the caravan adjust the speed of the build and do skills matter?
Can you just build the Highway straight of the bat or do you need to upgrade each level so dirt road first then stone etc? If not why not as this is how roads generally come about.
Skills matter (yet I don't calculate those incapable of construction -- forgot to do it).
Number of pawns matter.
There is no upgrade button, but if you try to construct better roads, then the better roads will replace the original roads.
Quote from: jecrell on October 03, 2017, 08:16:06 PM
Skills matter (yet I don't calculate those incapable of construction -- forgot to do it).
Number of pawns matter.
There is no upgrade button, but if you try to construct better roads, then the better roads will replace the original roads.
Last question (not a promise there are likely to be more)
Is it quicker to upgrade/replace a road if there is already some sort of road there? Just thinking about the roads already on the map.
Quote from: Vlad0mi3r on October 03, 2017, 07:16:08 PM
I don't want to end up like SpaceDorf with a serious mod addiction but this one has me twitching to get at it.
Thank you very much. :-D
My name is SpaceDorf and I am addicted to mods.
I allready used two days to create a new modlist for my next game .. luckily I could reduce the number of mods I want to use below 300 and have nearly sorted the QoL part of the list.
Content is next.
Quote from: Vlad0mi3r on October 03, 2017, 09:41:33 PM
Is it quicker to upgrade/replace a road if there is already some sort of road there? Just thinking about the roads already on the map.
Quote from: jecrell on October 03, 2017, 08:16:06 PM
There is no upgrade button, but if you try to construct better roads, then the better roads will replace the original roads.
Aswers itself if read in reverse.
Replace means no other check is made.
Logically it should be that it is faster to build any road if a dirt road exists.
Building a Asphalt roads replacing stone roads should take longer, because the stone road gets deconstructed first.
Upgrading a Asphalt Road to a Highway should take less time and ressources, because you just add lanes ..
But instead of nitpicking I am really happy that the concept exists and works.
Quote from: Iwillbenicetou on October 03, 2017, 06:54:28 PM
Can you tell us ranges for the construction so we know how much food to stock?
A base construction Time for the Roads would still be useful to know for a rough calculation
Like one pawn needs 10h to build a stone road on flat land.
or this or is it displayed in the travel time ?
Quote from: Iwillbenicetou on October 03, 2017, 06:54:28 PM
Can you tell us ranges for the construction so we know how much food to stock?
The base construction calculation isn't currently displayed.
Each pawn that joins with the construction reduces its construction time.
For instance, if you have a dirt road, it will take a single pawn with average construction skill about 14 hours to make a single segment.
However, if you have three pawns join with the work, it will only take 7 hours per segment.
Also~~~
v1.17.0.2
10/4/17
-----------
Roads now have different movement speed bonuses.
Bonus | Road Def
-----------------------
+30% Dirt Path
+40% Dirt Road
+55% Stone Road
+60% Asphalt Road
+65% Asphalt Highway
Example:
Single pawn caravan in boreal forest, springtime, using different roads.
Speed | Road Def
-----------------------
1.30 hrs/tile Dirt road
0.96 hrs/tile Stone road
0.86 hrs/tile Asphalt
0.75 hrs/tile Asphalt Highway
QuoteFor instance, if you have a dirt road, it will take a single pawn with average construction skill about 14 hours to make a single segment.
However, if you have three pawns join with the work, it will only take 7 hours per segment.
This workmoral is similar to public construction projects. More work don't mean faster construction, just more chating,social fights and drinking beer.
So it is better you just use 1 pawn construction caravans :-)
QuoteRoads now have different movement speed bonuses.
Are these the vanilia boni or did you change them ?
Quote from: Canute on October 04, 2017, 10:37:30 AM
QuoteFor instance, if you have a dirt road, it will take a single pawn with average construction skill about 14 hours to make a single segment.
However, if you have three pawns join with the work, it will only take 7 hours per segment.
This workmoral is similar to public construction projects. More work don't mean faster construction, just more chating,social fights and drinking beer.
These are Joy Activities so larger groups can construct more roads in one caravan without going berserk,
the lone pawn would require more vacation and sickdays. ;D
@jecrell .. you are a polititian or manager in real life ?
again you skillfully dodged the question :
Can I see the general buldtime for one road segment somewhere ?
( I don't care about any calculation at all .. just one Number to base my own calculation on .. )
Quote from: SpaceDorf on October 04, 2017, 12:49:55 PM
Quote from: Canute on October 04, 2017, 10:37:30 AM
QuoteFor instance, if you have a dirt road, it will take a single pawn with average construction skill about 14 hours to make a single segment.
However, if you have three pawns join with the work, it will only take 7 hours per segment.
This workmoral is similar to public construction projects. More work don't mean faster construction, just more chating,social fights and drinking beer.
These are Joy Activities so larger groups can construct more roads in one caravan without going berserk,
the lone pawn would require more vacation and sickdays. ;D
@jecrell .. you are a polititian or manager in real life ?
again you skillfully dodged the question :
Can I see the general buldtime for one road segment somewhere ?
( I don't care about any calculation at all .. just one Number to base my own calculation on .. )
Apologies my good man. I just did not have time to construct a lengthy explanation at the time, and I had hoped that would suffice.
In the XML for the mod you can see the work required for each roadtype.
<RimRoads.RoadBuildableDef>
<defName>RimRoads_DirtRoadBuild</defName>
<label>dirt road</label>
<roadDef>DirtRoad</roadDef>
<workToMake>63000</workToMake>
<researchPrerequisites>
<li>RimRoads_DirtRoads</li>
</researchPrerequisites>
</RimRoads.RoadBuildableDef>
<RimRoads.RoadBuildableDef>
<defName>RimRoads_StoneRoadBuild</defName>
<label>stone road</label>
<roadDef>StoneRoad</roadDef>
<costList />
<stuffCategories>
<li>Stony</li>
</stuffCategories>
<costStuffCount>150</costStuffCount>
<workToMake>100500</workToMake>
<researchPrerequisites>
<li>RimRoads_StoneRoads</li>
</researchPrerequisites>
</RimRoads.RoadBuildableDef>
<RimRoads.RoadBuildableDef>
<defName>RimRoads_AsphaltRoadBuild</defName>
<label>asphalt road</label>
<roadDef>RimRoads_AsphaltRoad</roadDef>
<costList>
<Chemfuel>30</Chemfuel>
</costList>
<stuffCategories>
<li>Stony</li>
</stuffCategories>
<costStuffCount>350</costStuffCount>
<workToMake>200000</workToMake>
<researchPrerequisites>
<li>RimRoads_AsphaltRoads</li>
</researchPrerequisites>
</RimRoads.RoadBuildableDef>
<RimRoads.RoadBuildableDef>
<defName>RimRoads_AsphaltHighwayBuild</defName>
<label>asphalt highway</label>
<roadDef>RimRoads_AsphaltHighway</roadDef>
<costList>
<Chemfuel>60</Chemfuel>
</costList>
<stuffCategories>
<li>Stony</li>
</stuffCategories>
<costStuffCount>450</costStuffCount>
<workToMake>400000</workToMake>
<researchPrerequisites>
<li>RimRoads_Highways</li>
</researchPrerequisites>
</RimRoads.RoadBuildableDef>
Here is some pseudocode?
Variables
w = workToMake
speed = (sum of all caravan members... construction skill)
Calculation
for every millisecond... w - speed
if... w < 0... finish construction
Thank you :)
This is the answer I have been waiting for.
Though to be honest a simple yes or no would have sufficed for me :)
Are there any other videos than Barky's?
Do World Incidents trigger to the caravan?
200 tamed muffalos for the purpose of video show is understandable but too impossible from a vanilla angle, specially in harder biomes. From a Lost Tribe game, I wouldn't want to see highway until later researches are available too.
Barky with 200 muffalos managed to work like 10+ world tiles on a same day and since it's out of proportion, I would like to see a more reasonable video for say 5 colonists with 3 muffalos maybe? Assuming you have the proper material which must be tons of stones, which would be the road building ratio with time?
In a normal game, I wouldn't leave my colony empty for longer than 2 days maybe?
Quote from: Yoshida Keiji on October 11, 2017, 01:36:23 PM
Are there any other videos than Barky's?
Do World Incidents trigger to the caravan?
200 tamed muffalos for the purpose of video show is understandable but too impossible from a vanilla angle, specially in harder biomes. From a Lost Tribe game, I wouldn't want to see highway until later researches are available too.
Barky with 200 muffalos managed to work like 10+ world tiles on a same day and since it's out of proportion, I would like to see a more reasonable video for say 5 colonists with 3 muffalos maybe? Assuming you have the proper material which must be tons of stones, which would be the road building ratio with time?
In a normal game, I wouldn't leave my colony empty for longer than 2 days maybe?
If you want to build asphalt highways across a huge portion of the map, you're going to need an outsize hauling operation. That said, a caravan of three or so pawns that are decent at construction can build a dirt road quite a ways, assuming you can feed them for the duration. Larger roads require quite a bit of muscle, due to stone blocks being rather heavy.
Hi I'm a fan I just wanted to report a little bugs I noticed while playing because I've had time to play around with it and I'm not sure if these things have happened because of incompatible mods but heres my tiny list.
-World map: When you construct a road and you get "interrupted" by events or anything that halts the road, it leaves a GUI bar that never disappears. If you create the road again it will make a new GUI bar and then work as normal, leaving the old GUI bar there forever. I have pictures if needed.
- When I saved after deconstructing a world road, it came back after I loaded. Could have been me but I'm confident I destroyed the road as I would notice.. lol.
A little advice to everyone else about highway building? Take advantage of drop pods and settling more than one settlement.
I've got maybe 30 muffalo and we can carry upwards to around 1530 kg. Which is about 3-4 highway segments worth. Coupled with my construction team (Average skill: 10) of four people it takes maybe two days total to build those 3-4 highway segments. As for muffalo taming, tame a whole lot, just let your pawn handlers go crazy, then just let them breed and wander the second map, and then have your real base on the first map. Settle close to the second map so you have easy access. :)
Game was running fine B18 updated and then it spat this error log.
https://gist.github.com/ecc3aec2b1fa16ecb614fcce8a2b2986
Hope this helps
Edit: sorry disregard the update forced a restart which cleared my mod list. I then just clicked down the list to activate my mods again. The order had changed and Hugs lib and Jecs tools had been shoved to the end.
Quote from: Vlad0mi3r on January 03, 2018, 12:37:50 AM
Game was running fine B18 updated and then it spat this error log.
https://gist.github.com/ecc3aec2b1fa16ecb614fcce8a2b2986
Hope this helps
Edit: sorry disregard the update forced a restart which cleared my mod list. I then just clicked down the list to activate my mods again. The order had changed and Hugs lib and Jecs tools had been shoved to the end.
I thought HugsLib and JecsTools supposed to be loaded right after Core?
Yep they are but I wasn't paying attention and was a little bit pissy at getting slammed out of the game. So I did the silly thing and assumed that my mods were in the same order as previous and didn't check.
Quote from: Vlad0mi3r on January 03, 2018, 12:37:50 AM
Game was running fine B18 updated and then it spat this error log.
https://gist.github.com/ecc3aec2b1fa16ecb614fcce8a2b2986
Hope this helps
Edit: sorry disregard the update forced a restart which cleared my mod list. I then just clicked down the list to activate my mods again. The order had changed and Hugs lib and Jecs tools had been shoved to the end.
How did you made it work on b18? I can't get past worldgen. It simply jumps back to main menu.
Quote from: LivedOnce on January 24, 2018, 04:59:52 PM
Quote from: Vlad0mi3r on January 03, 2018, 12:37:50 AM
Game was running fine B18 updated and then it spat this error log.
https://gist.github.com/ecc3aec2b1fa16ecb614fcce8a2b2986
Hope this helps
Edit: sorry disregard the update forced a restart which cleared my mod list. I then just clicked down the list to activate my mods again. The order had changed and Hugs lib and Jecs tools had been shoved to the end.
How did you made it work on b18? I can't get past worldgen. It simply jumps back to main menu.
Are you guys trying the B18 one from his github? https://github.com/jecrell/RimRoads
Quote from: Harry_Dicks on January 24, 2018, 05:09:14 PM
Are you guys trying the B18 one from his github? https://github.com/jecrell/RimRoads
I actually used old version. Whoops. Everything makes sense now. Jecrell, update head post plox, or add github link for dummies like me at least
Jecrell isn't very active on the forum anymore since he mostliy use discord.
You should check more his patron page, or just browser the github.
I understand that Jecrell isn't active as much but I have been working on building roads/high ways.
So what I have found is a team of 4 elephants can carry enough materials and food to build 1 section of hwy. The clever part of this mod is that as soon as the build team arrives at the next blue print the resources for the next road section drop. So while the build team is at work you can send a second caravan out to resupply them. The supply team is moving down the newly completed hwy so moving fast and the supplies are stored at base.
I would say that in order to get road building done without a super headache you will want the following mods as well:
A Dog Said, Bionic legs means fast movement for your resupply team.
Giddy Up, You will need to have your resupply pawn riding a fast animal.
Smokeleaf industry, Allows you to build hempcrete blocks which is a renewable block resource.
Animal Colab, More options for animals to do big loads faster. (I am using Ancient Spirit wolfs for my resupply team, I have 4 young elephants growing up to get bionics installed) The build team have standard elephants as speed is not the issue at the work end.
Also my build team consists of only 2 pawns husband and wife with 1 construction 10. They take around a full day to build a section but this gives me time to get the supplies out to them.
I hope this helps get those roads built.
I have updated this mod hoping to make it compatible to B18. What I have done:
1 Change all MessageSound.XXX to MessageTypeDefOf.XXX.
2 Change all <ResearchProjectDefs> to <Defs>.
3 Change many lambda stuffs to old style ( My IDE don't support C#7, in order to successfully build it, I have to ).
[attachment deleted due to age]
Why you didn't used the official version ?
https://github.com/jecrell/RimRoads
Any update on the 1.0 version? I saw there was some progress towards an update on github, but sadly no release yet.
Quote from: Rulin on November 13, 2018, 07:17:19 AM
Any update on the 1.0 version? I saw there was some progress towards an update on github, but sadly no release yet.
Seconded. I'd love to see this updated. I love this mod.
Hi everyone,
I'm now working on a 1.0 mod that will do what RimRoads did. It's my first mod and I have very little experience, so I might fail, but any help is appreciated. See this topic (https://ludeon.com/forums/index.php?topic=47205)
Jecrell explained to me what makes the current mod fail, so at least I know in which direction to dig : the roads from his mod are not saved, which means I need to find a way to alter the saved world map directly.
I will set up a GitHub page at some point and share it.
Again, anything you can do to help is appreciated !