RimWorld

RimWorld

Travel through water
95 Comments
Asiltic  [author] 11 Jul @ 12:44pm 
I think so
Fuyu 11 Jul @ 11:10am 
Does this still work in 1.6?
sobewarrior626 21 Aug, 2024 @ 7:09am 
okay, it seems Vehicle framework uses its own version of caravaning called "Vehicle caravan." So, Travel through Water shouldn't interact with Vehicle Framework's version of it at all, and both mods would be able to work together. Upon testing both mods (after loading it into the current test save file), I do notice that the ocean has its own higher movement class, making the boats go ~2/3 as fast as anticipated. other than that, there seems to be no effect. I'm actually kinda sad I didn't get any little fishies to come with this mod, or I think, are supposed to...but I also have Biomes! core, so it may be an interaction between this mod and Biomes! core.
Asiltic  [author] 16 Aug, 2024 @ 11:56am 
I would be suprised if it doesn't work, but the community and I would appreciate it if you test it. :)
sobewarrior626 13 Aug, 2024 @ 6:12pm 
Does anyone know for sure that Travel Through Water is compatible with boats added by Vehicle framework. I'll look into it to check myself, but I just wanted to know if anyone's tried it yet.
Nim 31 Mar, 2024 @ 9:49am 
I can confirm that this mod allows Rim War map objects to travel across water to attack you and each other. Pretty neat.
J 1 Jan, 2024 @ 2:50am 
Does this work
Content *******ed 28 Oct, 2023 @ 9:04am 
pov you play kenshi
Asiltic  [author] 9 Aug, 2023 @ 3:52pm 
amazing!
ALE199 7 Aug, 2023 @ 12:45pm 
well we now have boats thanks to the Veichle frame work so yay!
FungalFish 2 Dec, 2022 @ 1:10pm 
Oops sorry, didn't realize I already asked that.
FungalFish 2 Dec, 2022 @ 1:10pm 
Is this compatible with Rimwar, or are there any plans to make it compatible?
szlongster 26 Nov, 2022 @ 10:39am 
roads on water kind of look like bridges
makes it look cool, especially with islands connected to a big mainland
Asiltic  [author] 17 Nov, 2022 @ 6:51am 
maybe the food restrictions disallow raw fish, but I don't really know
zephyrtchout 15 Nov, 2022 @ 11:34am 
My caravans are successfully foraging fish while on water, and consuming some, but not all of them. Pawns are dying of starvation while the caravan still has around 50x raw fish in the inventory. Any thoughts on why?
Nex 9 Nov, 2022 @ 11:32am 
@ewelinadominiak nah the game shouldnt even be able to let you do that if they arent going to add boats or a way to travel to the quests. It's ridiculous
Asiltic  [author] 6 Oct, 2022 @ 10:22am 
I have not been able to verify it, but I'm pretty sure that they can
maxine64 6 Oct, 2022 @ 7:19am 
Can other factions travel through water now?
Asiltic  [author] 21 Sep, 2022 @ 12:56pm 
This is only for caravans. There are other mods for water tiles
El_Chibre 20 Sep, 2022 @ 4:45pm 
Does it only work for caravan or are water tiles on a map (ie shallow water river) also passable ?
FungalFish 26 Aug, 2022 @ 9:44pm 
Rimwar?
Sinikelencounter 24 Jul, 2022 @ 3:40am 
Thanks for this, I was an idiot and created my settlement on an island.
MrPoulain 1 Jul, 2022 @ 8:48am 
thank bro !!!!
Asiltic  [author] 11 Jun, 2022 @ 11:05am 
happy modding
zephyrtchout 11 Jun, 2022 @ 3:40am 
Thank you thank you for your remedial help, haha. Worked like a charm.
Asiltic  [author] 10 Jun, 2022 @ 1:02am 
you have to enable the mod on the start page via the "mods" button.
If you subscribe to a mod while having rimworld open, it will also give you a conformation message that it was installed (just to verify it works)
zephyrtchout 9 Jun, 2022 @ 8:20am 
Embarrassing question, but I'm a long-time vanilla Rimworld player who has never used a mod before: how/where do I download them? I have my first 1-hex island colony and need to travel over water to do any quests. This mod seems to be exactly what I need, but I can't seem to download it? I clicked "subscribe," but...nothing. Sorry to be so dense, but I really need some help here.
Asiltic  [author] 5 Apr, 2022 @ 9:42am 
This mod just changes a 0 to something larger than 0 so that water becomes passable (and fish). There are Boat and Vehicle Mods out there, but I am unsure how up-to-date they are.
I will not do any changes to this mod besides fixing potential bugs or compatibility issues.
Your ideas are good and modding can be quite fun, you could give it a try. But start small.
Legion, Duke of Rockford 2 Apr, 2022 @ 9:49pm 
I should also mention that genetically engineered animals that is capable of traversing both land and sea while having a carrying capacity might not be a stretch. After all, the whales, which are in fact mammals and not fishes as is popularly thought, are descended from their ancestors that had originally inhabited the land before moving back into the seas.
Legion, Duke of Rockford 2 Apr, 2022 @ 9:47pm 
The alternative possibility that I see here is a possibility of creating animals, due to some weird genetic engineering, that can traverse *both* land and sea that are capable of carrying both pawns and supplies. Their presence in the caravan would significantly reduce the travel penalty for crossing the ocean.
Legion, Duke of Rockford 2 Apr, 2022 @ 9:45pm 
Unfortunately, I think the biggest downside I see here is that there might be no way to restrict it so that the number of the build-a-boat kits being *actively* used (as opposed to being merely carried, perhaps for backup or for exports) for caravan itself does not exceed in ratio to the number of passengers in the caravan, as that could potentially create the situation where there would be many empty boats which is, uh, very unrealistic. I am not sure how that could be accomplished.
Legion, Duke of Rockford 2 Apr, 2022 @ 9:39pm 
Just an idea, but you could consider adding a new craftable item that is a stand-in for boat, perhaps a build-a-boat kit (lol), that adds a modifier that significantly increases the travel time. It then could be selected to add it to the caravan supply when preparing the caravan. Otherwise, you travel by default in canoes that is very *slow*.

Different build-a-boat kits could create different types of vessels such as East Indiaman or Clipper ship (though, these are ships, not boats).

Do note that these vessels do not need to be physically present when the caravan departs from or arrives back to the colony. They just simply construct/deconstruct (don't ask ;)) the boat once they depart/arrive. So no need to create additional art assets for the boats/ships themselves.

Again, these are just the ideas to consider. It may or may not be viable or feasible.
Bear 23 Feb, 2022 @ 11:36am 
Bravissimo!
Asiltic  [author] 14 Feb, 2022 @ 3:34am 
It just makes water passable, so it will be treated by the game as such. The consequences won't be scary imo, but buggy if enabled for too long
Alexander The Great 13 Feb, 2022 @ 2:09pm 
sounds scary actually
Asiltic  [author] 13 Feb, 2022 @ 2:05pm 
I do not know how this changes the behavior of caravans, raids, or i.e. the "safely hidden away" mod. It might cause some odd behavior that I am unable to rule out. Do so at your own risk.
Alexander The Great 13 Feb, 2022 @ 11:52am 
@VISilt mr dev, what does it mean This mod is not meant to be permanently active, in what way may it cause issues, except the road generation on new map form?
Asiltic  [author] 11 Feb, 2022 @ 3:57am 
Guess that issue still persists. Enable this mod only when you want to travel over water, its safe to add and remove from existing saves
Cairyth 10 Feb, 2022 @ 4:24pm 
Roads spawn on water still for me, for some reason
Alexander The Great 10 Feb, 2022 @ 4:30am 
looks like pawns are not gonna enjoy scurvy either, but total starvation instead
Asiltic  [author] 10 Feb, 2022 @ 4:01am 
Pawns forage fish while on the ocean, no vanilla expanded fish though. Unless they use the same defname "RawFish"
Alexander The Great 10 Feb, 2022 @ 3:34am 
Are vanilla expanded fishing mods working with resource gathering during sea travel?
Ayna 8 Feb, 2022 @ 10:15am 
Finally, my archipelago colony can finally join the AI factions and their aquatic caravans. XD
Asiltic  [author] 14 Jan, 2022 @ 5:54am 
I don't think so
RaptorMother 12 Jan, 2022 @ 4:56am 
hey, I was wondering, will this allow caravans to settle on ocean tiles too?
[☆] AresOfThrace 22 Aug, 2021 @ 4:34am 
Oh, lol. All roads lead to Atlantis I guess.
Asiltic  [author] 22 Aug, 2021 @ 2:03am 
@NotSoGentleMan Seems like the issue has been resolved, but in ealier versions roads spawned on the water
Proxyer 21 Aug, 2021 @ 11:02pm 
Wow! Thank you!
[☆] AresOfThrace 21 Aug, 2021 @ 2:43pm 
Hey, what exactly are the problems that can happen with this mod activated from the begining? Been using this mod for years but only now saw the warning :0
Asiltic  [author] 21 Aug, 2021 @ 2:05pm 
Updated the supported versions for 1.3+