RimWorld

RimWorld

SwimmingKit
118 Comments
Rovstam 12 Jul @ 10:15pm 
o7
Incursion 1 Jun @ 9:24am 
1.5 Alternative UPDATED: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2893432492

This one lets pawns traverse deep waters, and is configurable. It's also xml based so if there was any performance issues with this mod or the one I previously posted, this one will perform better.

You have to enable it first, though.
Incursion 20 Sep, 2024 @ 7:29pm 
If anyone is looking for an alternative mod to this which lets pawns traverse deep waters in 1.5, this mod will work: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2169310348
悲嬴欢阙 15 Sep, 2024 @ 11:06pm 
when will this mod update to 1.5?
Touhoufanatic 18 Aug, 2024 @ 8:54am 
it is NOT safe with 1.5.
at least for me, it was causing all the wildlife in my game to not spawn, so no map ever had animals in it.
Forest1395101 5 Aug, 2024 @ 4:40am 
Anyone know if this is safe with 1.5?
Dr. Ben Carson 21 Jul, 2024 @ 8:58pm 
please update to 1.5
.:Kemauri:. 29 May, 2024 @ 5:56am 
people downloading outdated mods and wondering why it doesn't work properly:
Cedaro 22 Apr, 2024 @ 7:13am 
In some rare case this mod can cause memory leak, be aware.
RocketRacoon 25 Aug, 2023 @ 1:10pm 
I just removed it from a save with 450~ mods and and the save is fine
mot 7 Aug, 2023 @ 12:35pm 
mod causes crazy lag, removing it breaks saves
Some goofi dummi 14 May, 2023 @ 4:05pm 
can you remove the whole making ocean tiles accessible or make it a toggle? I keep getting random quest locations spawning in the ocean now and they are essentially unusable
toradrow777 20 Feb, 2023 @ 6:26pm 
@pyrce Awesome!
pyrce  [author] 20 Feb, 2023 @ 9:28am 
I'm not completely sure without trying it out, but it should be compatible as this mod doesn't actually change water in any way
toradrow777 19 Feb, 2023 @ 1:03pm 
Is this compatible with Vanilla Plants Expanded - More Plants? I know some mods that affect water tend to be incompatible with it, preventing planting seeds in the aquatic growing zones.
pyrce  [author] 23 Nov, 2022 @ 8:22pm 
Clean Pathfinding is likely going to conflict, but I haven't tested it. I will checkout those mods in combination later. Thanks for the heads up
morpheusak 22 Nov, 2022 @ 6:07am 
Anyone had a problem using this with Biotech? My mechs were getting stuck pathfinding on land, but I disabled this mod and it patched them right up. Didn't think to grab the error report, but my other pathfinding-adjacent mods are Clean Pathfinding, While You Are Nearby, Smart Deconstruction, and I think that's it.
Jet 3 Nov, 2022 @ 8:25pm 
cool cool, if its safe then theres no risk of me bricking my save. I will try it out ty!
pyrce  [author] 3 Nov, 2022 @ 8:08pm 
It's safe to add / remove mid save except that pawns swimming in deep water might get stuck there if you remove it while they are swimming.
There's a few mods that mess with pathfinding but afaik there's no issues with ones that were popular in 1.3. This mod is used in a few Biomes mods so it gets combined with a lot of other mods by players.
Jet 2 Nov, 2022 @ 9:40pm 
Is it alright to use in a big modlist or is it lightweight? Idk if pathfinding is a big thing in this mod and can be a problem once I push past 200 mods.

Also is it safe to add/remove mid save?
pyrce  [author] 29 Oct, 2022 @ 4:48pm 
Updated to 1.4!
big bungo 24 Oct, 2022 @ 2:23pm 
no worries pyrce, take all the time you need :)
pyrce  [author] 24 Oct, 2022 @ 2:20pm 
1.4 work is has a change mostly ready -- give me a little time as there's lots of mods I supported and I don't have a lot of free time to patch these
big bungo 23 Oct, 2022 @ 7:23pm 
will this be updated for 1.4?
Λ Ulfbhert9000 2 Sep, 2022 @ 2:18pm 
The roads still don't appear for me not sure theres a conflict with any mods but if I where to wager a guess I'd look to see if theres any conflicts with vanilla biomes or the biome beutifcation mods but either way roads don't show.
Varjonyymi 12 Aug, 2022 @ 8:30am 
Hey random suggestion: what if swimming in deep water hides the pawns body except the head?
pyrce  [author] 31 Jul, 2022 @ 2:03am 
Fix released for roads/bridges not appearing on map generation! Sorry it took a long time to get back to patching the mod
Svartarokkdreki 1 Jul, 2022 @ 7:09am 
If you have a bug create a Hugslib log. A sentence saying you have an issue isnt useful.
potatoey 9 May, 2022 @ 8:55am 
it would appear that this mod causes roads and paths to not appear on map generation for some reason
Potato 1 Feb, 2022 @ 7:18am 
i have found bug it eats my bridges
Risk 29 Jan, 2022 @ 1:59pm 
ah I was exited lol. Unfortunly cnt install that mod since it conflicts with save are ship 2
pyrce  [author] 29 Jan, 2022 @ 9:37am 
@Risk Not directly, but https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2038001322 uses this mod to add Sharks
pyrce  [author] 29 Jan, 2022 @ 9:36am 
@RaptorMother Yes changing or setting the SwimSpeed stat in statBases should be enough. See https://github.com/biomes-team/BiomesIslands/blob/master/1.3/Defs/ThingDefs_Races/BiomesIslands_Races_Crabs.xml#L10 for an example of a crab with both a swim and move speed stat
Risk 28 Jan, 2022 @ 8:01pm 
are sharks implemented in the mod?
RaptorMother 23 Jan, 2022 @ 9:54am 
Hi! Sorry I'm not very well versed in code, but I wanted to add a simple patch to allow a race to swim faster (in particular, the Moyo race). I copied the patch I found in the Ikquan race patch folder, added it in the Moyo patch folder, and changed the xpath to link to the /Defs/AlienRace.ThingDef_AlienRace[defName="Alien_Moyo"]/statBases

Is that enough to make it work? Sorry, really at my first attempt to make something like this!
Celibateslut 6 Sep, 2021 @ 12:12pm 
Thanks for the suggestion! I appreciate how helpful you are.
pyrce  [author] 6 Sep, 2021 @ 8:21am 
Moats still work well if they are available a the slowdown is substantial so it does create more time to attack pawns even though they can in theory fire back if in range. You can use the bridges mod to "fill" in water tiles btw.
Celibateslut 6 Sep, 2021 @ 12:36am 
Maybe there is something that allows water tiles to be destroyed, i.e. filled in, but it takes a long time. Hum.
Celibateslut 6 Sep, 2021 @ 12:35am 
Yeah.. that is kind of my hope. I am not terribly good at the game, and like things a bit more realistic, so building moats that have to be swam across seemed like a good idea to me. It was super effective for thousands of years, trying to find a combination of things to recreate it. Doesn't help against sieges, as is true and correct and right. The search continues.
pyrce  [author] 6 Sep, 2021 @ 12:20am 
It doesn't, deepwater just acts like really slow shallow water. If you disable fighting in deep water you can really cheese pawns, especially on Island maps.
Celibateslut 5 Sep, 2021 @ 11:49pm 
Out of curiosity, does this interact at all with Run and Gun. I would love if pawns couldn't fight while in deep water.
Nianor 5 Sep, 2021 @ 8:58pm 
@pyrce Awesome, thanks.
pyrce  [author] 5 Sep, 2021 @ 2:18pm 
Alright @Nianor and @CMDR it should no longer spawn raiders in deep water and caravans will enter / exit across non-deep water unless there's not another choice or the other options are really far away (e.g. on an extra-large map). Same applies for other pawn events that enter the side of the map.
pyrce  [author] 2 Sep, 2021 @ 6:30pm 
Ok thanks. I'll look into getting that fixed as that sounds annoying. My last two runs were on Islands so I didn't notice the behavior in 1.3
Nianor 2 Sep, 2021 @ 11:23am 
@pyrce also had the same issue, had a full edge of the map that was legal to enter through that wasn't submerged, and we still had a few raids randomly spawn in from the watery edge of the map, or non-aquatic animals spawning there.
CMDR Youth 2 Sep, 2021 @ 10:52am 
It was a 400x400 Coastal Mountainous.
I had set up camp close to Northwest corner in hopes of only getting incoming pawns from the South and East. Routinely, Traders and other Visiting Pawns, including Raids, would arrive from the Coast, swimming through the deep ocean tiles to the shore.
Incoming pawns would also arrive from the South and East as I hoped, but the Western Coast was strangely available as an entry and exit side until I removed SwimmingKit from my save.
It was also the place Traders always left from, and I suppose that's because it was calculated as the shortest path off the map, given the map size.
pyrce  [author] 1 Sep, 2021 @ 11:07pm 
Hmm that shouldn't be happening unless the only legal edge is an ocean. I can look into that. QQ: are the maps you're using open on other non-ocean edges or constrained?
CMDR Youth 30 Aug, 2021 @ 7:22pm 
For now I've decided to remove Swimming Kit from my game. I didn't need to swim in deep water anyways, and neither did all those packs of wild animals.
Nianor 30 Aug, 2021 @ 7:11pm 
I'd appreciate something similar, the idea that people are just swimming in from the ocean for no reason is kinda... immersion breaking.
CMDR Youth 30 Aug, 2021 @ 5:09pm 
My Traders and Raids keep arriving from and retreating/leaving into the Ocean. ':I
Is there a setting somewhere that prevents them from doing that? Or at least from arriving?