RimWorld

RimWorld

Out of Combat Move Speed Boost
146 Comments
coolziecat 17 Jul @ 7:19am 
hi! I missed this mod, it's a good mod, but it has some bugs on the newest version, so I made a version for 1.6:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3527970878

I have very limited c# knowledge and am pretty dumb, but this should work, I hope the mod creator doesn't mind me plugging this here
PineappleOfDoom 16 Jul @ 10:34pm 
This is honestly essential for me. Would love to see an update.
lilac 16 Jul @ 4:52pm 
i cant play the game without this PLS :lilimsob:
Orfanclub6 16 Jul @ 4:18pm 
Where muh kofi link so I can coerce my mod authors! :sockmace:
Jiopaba 16 Jul @ 2:00pm 
I think out of everything this is actually the mod I'm most desperately missing in 1.6. I've heard reports of it getting a bit slow on bigger colonies, but I only play on small ones, and allowing my pawns to walk around 4x as fast outside of combat is a huge force multiplier to let me actually get things done without needing a bunch of pawns who do nothing but run from place to place picking things up.
Jordan 16 Jul @ 4:01am 
Yeah this mod tanks TPS atm and seems to not work correctly with enemies becoming sonic whilst friendlys are slowed down still on raids.
HyphenSam 15 Jul @ 8:52am 
That trick works, but now I get issues where the speed boost doesn't stop in combat, and have had enemies sprinting sonic speed into my base lighting things on fire.
Rhal Khan 12 Jul @ 9:10am 
@HyphenSam if you open the mod settings after it stops working, it starts working again. Works for me at least.
HyphenSam 12 Jul @ 7:31am 
It temporarily works, but seems to stop working after combat has ended. Reloading doesn't fix it. Any new colonists that join are affected by the speed until combat starts. Would really like this updated to 1.6.
LOTO 12 Jul @ 5:18am 
must-have
Actoue 12 Jul @ 4:18am 
1.6 works, but there is an exception:
System.MissingMethodException: Method not found: Verse.TraverseParms Verse.TraverseParms.For(Verse.TraverseMode,Verse.Danger,bool,bool,bool)

The exception seemed to be clogging my tps and somehow prevented me to open the psycast menu from VPE. I'm not 100% sure about that but it works after removing this mod.
Lanoyo 4 Jul @ 7:45pm 
I've tested and it appears to be working just fine in 1.6
polat.cal 27 Jun @ 7:17am 
One of my utmost importance mods, please update!
far out 26 Jun @ 8:31pm 
@Pagan Nova, i agree. I was only able to find this from the translated version. Weird.
mdungria 18 Jun @ 8:39am 
Hi! Do you have any plans on updating it to 1.6 before Odyssey comes out? Thanks for this mod btw :)
Pagan Nova 20 May @ 6:22am 
I had to google this to redownload it from the workshop, it's not appearing in the workshop search. only the translated version..any idea why?
Niniisan Of Waterdeep 30 Mar @ 12:58pm 
This made my game glitch so bad that even deactivating it all of my saves have pawns move way too fast, including wild animals. Welp.
jeffg10-TheDanceMaster 16 Mar @ 8:42am 
I agree with the others who said this but I think captive anomaly creatures are preventing the mod from working!
DanonaoGrossao 7 Mar @ 6:13pm 
This is a really good mod to have for BUILD BASE OMG I LOVE BUILD BASE BUILD BASE IS MY DREAM
Solstice Initiative 5 Feb @ 12:54am 
3fast5u
Lorrdy 19 Jan @ 3:09am 
@forkstaf but you have to complain?
forkstaf 16 Sep, 2024 @ 10:52am 
This seems overpowered, its makes all the planning that I'd usually put into a base worthless cus I can put the freezer and the kitchen on opposite sides of the maps n the walking time will still be within the hour. Oh well that's why it's a mod, I don't have to play with it.
⬆️➡️⬇️⬇️⬇ 31 Aug, 2024 @ 6:21am 
*laughs in advanced archotech legs/spine"
not_buddhanuff 10 Aug, 2024 @ 12:16pm 
Does this mod considered captive Anomaly mobs to be "active threats"? I can't find anything else that could be keeping it from activating, unless it counts predators that aren't actively hunting any pawns
Murmur  [author] 16 Jul, 2024 @ 3:35pm 
Any performance issues caused by this mod would be constant and not every 5 seconds. Maybe some other mod is conflicting with it causing weird issues? Because I've never run into anything like you describe.
Pulse726 16 Jul, 2024 @ 2:08pm 
I was curious if this is causing stuttering for anyone else? I do have 20 peeps and some mechs in my colony. But with this mod active, and turned down to 3x speed (I believe) every 5 seconds the game freezes for a half second. Any ideas on how to fix? This mod is a life saver and I'd like to keep it!
Akahige 18 Apr, 2024 @ 3:31pm 
Thank you so much for your work!
Fishyfish 17 Mar, 2024 @ 1:27am 
@Murmur Thanks, can`t live without this mod on my village-like colony playtrough!
Murmur  [author] 16 Mar, 2024 @ 11:32am 
@Fishyfish, yes it will
Fishyfish 16 Mar, 2024 @ 6:29am 
Will this mod support 1.5 in the future?
Murmur  [author] 2 Mar, 2024 @ 9:27pm 
That's kinda the point, but you can turn the speed down.
bigmanjones5 2 Mar, 2024 @ 9:18pm 
dude the pawns are going perma sprint way too fast
Bijat 22 Oct, 2023 @ 10:13pm 
@Elgate, issue is i assume all vehicles (exept animals) is from other mods so then you would have to mod for those mods. Would be better contact those moders and request a option for out of combat speed.
Ralsei 17 Sep, 2023 @ 12:36pm 
This doesn't appear to be compatible with Yayo's animations, as it appears to override this mod's speed settings.
Elgate 11 Aug, 2023 @ 6:10am 
So, it seems that this mod doesn't account for vehicles. Their movespeed is not upgraded out of combat. For the most part it's fine, you either use them in combat or for caravans, where OOCMS doesn't matter.
Just thought I'd let you know.
Lady Vykeen 30 Jul, 2023 @ 12:44am 
Not to be dramatic but I would die for this mod
mortalisqa 17 Jul, 2023 @ 12:05am 
Just wanted to say that this is now on my list of must-have mods. It's absolutely amazing.

My pawns no longer waste an entire day hauling 30 steel from that mountain mine to my stockpile 👍
Murmur  [author] 20 Jun, 2023 @ 11:10pm 
Nice, glad you got it working.
Puro's Number 1 Fan 20 Jun, 2023 @ 11:08pm 
Good news, I reinstalled all of my mods, and now this one works as intended, so the issue probably was with corrupted mod files of this or any other mod.
Puro's Number 1 Fan 19 Jun, 2023 @ 2:20am 
So trial and error it is.
Murmur  [author] 18 Jun, 2023 @ 4:52pm 
It's working fine for me, must be a mod conflict.
Puro's Number 1 Fan 18 Jun, 2023 @ 11:44am 
This mod makes my pawns disappear, and not move.
jybil178 29 May, 2023 @ 8:59am 
question, mod seems to have stopped working recently. In fact, it may be everyone is going slower than normal for some reason? Maybe a major issue in my mod list of course, but curious if anyone else has had a similar issue possibly
Serina 14 Mar, 2023 @ 5:58am 
> down to 3x
lolwtf
PrometheanExile 13 Mar, 2023 @ 7:56pm 
Yeah I gathered it was not an actual break in pathfinding but i found it very distracting. I turned the movement boost down to 3x and its much better
Murmur  [author] 13 Mar, 2023 @ 11:45am 
Yeah that will happen due to the way Rimworld interpolates the position of pawns. On high speeds they move faster than the animation of them moving. They aren't actually going through a wall it's just a visual thing.
PrometheanExile 13 Mar, 2023 @ 11:06am 
So its a stretch but any chance this is causing my pawns to walk clip through walls when going around the base? They cannot path through the wall but they cut the corners through it.
JustSomeEggsInAPot 14 Feb, 2023 @ 5:12pm 
Excellent mod, thanks mister Murmur
Serina 2 Feb, 2023 @ 12:24am 
could you pls include an in-combat multiplier that can go down to 0.5x :pray: