RimWorld

RimWorld

Silk Road (Continued)
104 Comments
Zaljerem  [author] 18 Jul @ 11:41am 
Yep, was thinking about that, will update soon. Recommend you turn it off while in space for now.
FlyIN_11 18 Jul @ 10:31am 
After I install the Extravehicular Activity (Spacewalk) module, travelers will appear on the map edges of asteroids and the space station... Can the function that prevented the generation of travelers in the SOS2 space be adapted to the original space version?:necroheart:
moo 27 Jun @ 5:28pm 
1.6 - Two things. Yes, trader errors are getting through for some factions without a tradertype. And hostile pawns are not aggressive
TheXenoSenpai 3 Jan @ 12:09pm 
What's the best settings everyone has been using for this mod for travelers?
Madas 31 Dec, 2024 @ 7:16am 
3. If you have mods which can create new roads on the map will these be recognized: you wont be able to create a road this way for your existing settlement, but if you add a road through a tile, then settle it after, the road will be included in the map generation and will be recognized by travelers
Madas 31 Dec, 2024 @ 7:16am 
2. Can you create a road out of flooring that the travelers will then use: no, they don't seem to acknowledge this as a road if there wasn't a road already in place beforehand, if there is a road already in place you can sculpt it a bit to make it prettier and they will use it, but they will enter the map from the entry points of the pre-existing road so try keep those points in mind when decorating your road
Madas 31 Dec, 2024 @ 7:16am 
Adding some answers to questions i had about the mod after i did some testing as this mod influences some of my choices when i settle on the map

1. Does your map need roads for this to work: no, travelers will arrive regardless but roads tend to give them a wide journey across your map if you have the settings configured to use roads specifically, if you don't have roads or don't use those settings, they will sometimes travel west/east or north/south (and perhaps cut through your base so careful of hostiles) but other times may travel west/north in which case they briefly pop in at the side of your map and are gone into the north corner within a minute
Salty Slothy 25 Dec, 2024 @ 9:19pm 
It seems to cause constant traffic along roads. Which is REALLY cool, but it does not seem to like when you build turrets. Not because it breaks the mod or anything, but because it seems to immediately want the smoke when anyone hostile comes through. It also breaks any start that pre generated a structure such as the “New Family” start from Royalty Expanded or the Dead Man Switch start
BladeofSharpness 25 Dec, 2024 @ 12:10am 
So it's a variation of the Guest mod? Sorry if I don't exactly get the intent of this mod. There is also a mod that can add as accidents hostiles caravans, so this would combine both functionnaly?
Zaljerem  [author] 28 Oct, 2024 @ 9:01am 
Thanks, I checked it out .. I didn't see it in his mod list, and Silk Road doesn't use letters to announce traders, so I think it's a different mod.

Re: Rim War ... interesting idea, but I'm not sure if the feasibility. I'll try to take a look at it during my full mod review, already in progress ...
Radiosity 28 Oct, 2024 @ 7:28am 
@Zaljerem - Hey, sorry for the late response. It was Mr Samuel Streamer's recent series titled Bounty Hunter. It happened in one of the first few episodes while he was fixing up his SOS2 ship and a trade caravan from an enemy faction wandered through the area. His ship's turbo lasers opened up on the caravan and caused all manner of chaos :)

Also, a suggestion while I'm here, assuming this isn't already a thing: Rim War has actual caravans and other units moving around the world map, so would it be possible to patch Silk Road to take that into account? So if a caravan of an enemy faction is moving through the tile with your base on it, they'll actually walk through the area like they do now? That'd be an awesome little addition ^_^
Vercreek 8 Oct, 2024 @ 12:13pm 
Alright, thanks a lot for considering it!
Zaljerem  [author] 8 Oct, 2024 @ 9:21am 
Hmm, that's an interesting mod, I'll take a look at it. Would be neat if possible to hook into it. For now I'd recommend manually increasing/decreasing how often they arrive in the mod options.
Vercreek 8 Oct, 2024 @ 9:19am 
Is there a possibility to have some cross-compat with the mod Safely Hidden Away?
Zaljerem  [author] 7 Oct, 2024 @ 1:16pm 
Can you link me the video where this happens?
Radiosity 4 Oct, 2024 @ 4:18pm 
You, sir, are an absolute chad. Been wanting to check out this mod since I saw Mr Streamer get ratfucked by it in his recent Star Wars series :)
Yezus 29 Sep, 2024 @ 11:37pm 
w
Zaljerem  [author] 29 Sep, 2024 @ 8:46pm 
Updated: Travellers will not appear on SOS2/RimNauts maps (unless enabled in advanced options)
Zaljerem  [author] 28 Sep, 2024 @ 1:25am 
I will try to get to that soon, you can just disable it while on SOS2 maps for the moment.
Yezus 27 Sep, 2024 @ 8:01pm 
amazing mod praying for sos2 compatibility tho
Zaljerem  [author] 5 Sep, 2024 @ 2:26pm 
Well, you could disable it entirely with the options while on space maps as a workaround, but that's a good idea, probably just disable it entirely if an SOS2/Rimnauts map is detected.
marcomagallon 5 Sep, 2024 @ 2:24pm 
Can this include a setting (or perhaps just by default) to ignore space tiles from Save Our Ship? By the time I realized it my space ship tile was littered with dead traders of every faction and their mountains of loot. For now I'm just going to head-canon that a massive colony ship was found with dead people and continue this save though :)
BurachOK 30 Aug, 2024 @ 9:57am 
Yeeees its back, thank you beutifull person:idlechampionscoin::idlechampionscoin::idlechampionscoin::winterpresent2023::winterpresent2023:
blue 26 Aug, 2024 @ 5:08pm 
any chance of continuing or recreating sincere's instant teleportation mod?
TL_Hail 23 Aug, 2024 @ 11:40pm 
Any chance you could continue Sincere's D-Pad mod? I was getting a lot of use out of that.
tanyfilina 21 Aug, 2024 @ 10:29am 
Personally, I was mostly excited about his Z-level mod, but I think he didn't succeed with it perfectly anyway. But this mod is quite interesting too, thank you for saving it for us!
ReDawn 17 Aug, 2024 @ 11:34am 
I'm wondering if it's possible to set up a rally point for people passing by, so that the caravan doesn't have to think about how to get the caravan down the path of the colony, walk to the rally point and leave, so that the player can choose how to face the caravan, maybe I would prefer the caravan to interact with my colony, but keep some distance, anyway thanks for your reply, thank you for these mods that you have brought for us
Zaljerem  [author] 17 Aug, 2024 @ 6:34am 
Thank you for your feedback and translation!
大番薯之怒 17 Aug, 2024 @ 6:30am 
Thank you for your reply~
Zaljerem  [author] 17 Aug, 2024 @ 6:27am 
I'd like to add a feature like that, it may be beyond me at the moment.

Custom pawn isn't fully implemented, you may see Zal or Sora 10% of the time, and they don't do anything as yet. More to come there.

Maximum number is also not working right, I need to rework the logic.
ReDawn 17 Aug, 2024 @ 5:20am 
Hello, I was wondering if we could add a feature that allows caravans to pass through designated areas? While they will walk on their own where there is a road, if it weren't for the naturally generated roads on the map, their entry into the map would be random, and their exit location would be random, and I would sometimes prefer that they could pass near my base rather than have my colonists run after the caravan to trade
大番薯之怒 16 Aug, 2024 @ 11:28pm 
<Maximum travellers per group>
Set to 1, Not effective ~
大番薯之怒 16 Aug, 2024 @ 10:21pm 
No matter what the settings are, I can't feel the difference~
大番薯之怒 16 Aug, 2024 @ 10:19pm 
<Bonus pawn chance>and<no bonus custom pawns>
Do I feel like it's not working, or am I misunderstanding?
Zaljerem  [author] 16 Aug, 2024 @ 6:23pm 
Updated: Added no hostiles option, and a custom pawn option (adds Sora Goodseller (Neolithic/Medieval) or Zal Modupdater (Industrial and up) to traveller groups, rarely)
Zaljerem  [author] 16 Aug, 2024 @ 9:02am 
I recommend you just disable them entirely while doing outer space stuff, turn them back on when you're on-planet - see the mod options. I'll see what I can do about generating them with appropriate gear if they're on a space map.
Dr. Fnord 16 Aug, 2024 @ 8:59am 
Thanks for bringing this back. If I may make one suggestion, would you please consider Save Our Ship 2 compatibility to prevent travellers without spacesuits from arriving at an orbital site? (It's slightly amusing, but somewhat ... incongruous.)
elvis 16 Aug, 2024 @ 5:19am 
Thanks for bringing this back!
Psyckosama 15 Aug, 2024 @ 6:22pm 
Please consider redoing Ore Regrowth like this one.
moo 15 Aug, 2024 @ 3:19pm 
Hi. I'm seeing a bug where two travelling groups of pawns fight each other and the friendly remaining faction just stands there, and do not heal or leave the map
WDLKD 11 Aug, 2024 @ 8:17pm 
Oh sweet! Thanks for adding this. I never got it to work in my old games but wanted it to,. Real badly.
SinisterBrain 10 Aug, 2024 @ 3:22pm 
@Zaljerem, Thanks for your hard work. Between you a Mlie I feel like we're some very lucky gamers here in RImworld.
Sincere had some interesting mods (The map transforming one was interesting but seriously broken) so it's sad they turned out to be... well, a menace.
I very much look forward to using this in a run. :)
silverskene 10 Aug, 2024 @ 10:26am 
@Zaljerem - Thank you. I've raised concerns about mods even on Steam before, but people basically said that such things were "impossible." I'll check out Discord. Thanks again.
Zaljerem  [author] 10 Aug, 2024 @ 5:33am 
As far as what could be done with code? Lots, but I believe you're bounded by what Unity/RimWorld/Steam allows you to do within their engines ... still rather a lot! There's no easy answer here, this kind of thing goes along with pretty much ALL computer use. Bad actors exist.

If you have concerns with a mod I highly recommend the community of the RimWorld Discord. Lots of knowledgeable people there.
Zaljerem  [author] 10 Aug, 2024 @ 4:23am 
You can decompile the C# code from any mod that has an assembly with readily-available tools. There are a number of troubleshooters/modders that do this regularly. I've traversed a lot of code while trying to continue mods - examined hundreds of mods all told - and I haven't personally found anything to be too concerned with. Most modders are legit - this kind of aberrant behavior is pretty rare in this modding scene.
silverskene 10 Aug, 2024 @ 1:44am 
@Zaljerem - thank you for explaining. It begs the question now if some of the most popular mods also hide errors. How can you find out?
Also, if subscribing to a mod somehow forces one's computer to auto-like, what else can aberrant code in a mod do?
LZIM 9 Aug, 2024 @ 8:00pm 
@cerhio
Thank you
Although thats why I deleted my original post to post that instead to address both the description and troll dudes sus comment. I dont blame the authors for descriptions because they can be edited.

@Salty Slothy
Hey, hate to be that guy, but are you willing to update some of the other mods from Sincere? The Ore Regrowth mod was one of my top tiers if I’m honest.

as a work around you can do midsavesaver (not 1.5 but it stil works, 2921585989) and pick the ores you want to respawn periodically.. technically a cheat.

@MajorityOfTheInternet
Theres no sugar coating it. even if it was a WIP, the mod was a shit show despite intentions. So yes thanks to Zaljerem if the mod is rezzed and actually works now
Salty Slothy 9 Aug, 2024 @ 6:36pm 
That sucks. I liked a couple of his mods.
Zaljerem  [author] 9 Aug, 2024 @ 6:14pm 
- intentionally hid errors with his code (making it impossible to troubleshoot his or other mods, just a bad practice altogether)
- liked to delete any comments warning about his code
- locked mod updates behind a paywall
- mods had code to auto-like/upvote
- was repeatedly warned for breaking Ludeon and Steam TOS and finally banned
silverskene 9 Aug, 2024 @ 6:00pm 
@Zaljerem - for those of us who do not know much about Sincere or about what kind of modding practices he was doing, would you please inform us. The warning would be warranted and beneficial.