RimWorld

RimWorld

SS Raiders Can Swim
50 Comments
Mlie 17 Jul, 2020 @ 12:17pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2169310348
Hope this helps anyone!
pleonektein 17 Feb, 2019 @ 4:01pm 
is this going to get updated?
Doc Cams 20 Dec, 2018 @ 11:32pm 
One question: Can mechs cross too?
Cattrina 1 May, 2018 @ 1:07am 
Swimming should also affect the heatstroke and washing and joy
Modo 10 Apr, 2018 @ 10:43am 
When a colonist gets removes torso clothes while in deep water, they sometimes keep the "swimming" look (no torso clothes) until the next clothes change. I've had a dude remove his damaged parka, and his tribalwear didn't show.
(T)horstum 23 Dec, 2017 @ 6:25am 
The deep ocean water from archipelagos doesnt work. ( a rainbeau´s mod)

Would be really nice if you could pach that.

I´m playing an island tribe and swimming between the islands would be cool, so that i can destroy my bridges if I´m raided.
Flesh Forge 15 Dec, 2017 @ 1:20am 
Only Fertile Fields ~as far as I know~ ... Let me move my mod order around a bit and see if it goes away.
Spdskatr  [author] 15 Dec, 2017 @ 12:55am 
@Flesh Forge That's weird. I can't replicate the bug in my game. Do you have mods that affect water (that aren't rainbeau's fertile fields)
Flesh Forge 14 Dec, 2017 @ 9:35am 
This doesn't seem to be working for me, I have your mod loaded last but when I draft a colonist and try to make them move out into deep water I can't place the waypoint. Also if I set a build/deconstruction task in an area separated by deep water I get "no path" when I right click the target.
Flesh Forge 14 Dec, 2017 @ 6:51am 
I really should use this I guess :)
XeoNovaDan 26 Nov, 2017 @ 2:45pm 
:ok_hand:
TJS184 19 Nov, 2017 @ 10:01pm 
You should make it slower for moving water and a little faster for still water
Tyrant 19 Nov, 2017 @ 9:11am 
Thanks!
Spdskatr  [author] 19 Nov, 2017 @ 1:56am 
Mod has been updated to 0.18.
battlemage64 10 Nov, 2017 @ 3:41am 
Good, but can you land in ocean and have your entire colony built at 4.5% walk speed and only out of bridges?
Spdskatr  [author] 22 Aug, 2017 @ 5:56am 
Hmm ok
5katz 21 Aug, 2017 @ 5:06am 
yea, ocean and moving deep water doesnt work, please do something about that
Lurmey 11 Jul, 2017 @ 11:49am 
This doesn't seem to work with the rivers in A17. They use "moving water" as opposed to the generic still water like before.
Anvil Pants 4 Jul, 2017 @ 3:12pm 
Maybe talk to cuproPanda about pawns swimming for joy and running toward water when they're on fire. cuproPanda had to write joyDriver code to make Additional Joy Objects.
Spdskatr  [author] 21 Jun, 2017 @ 1:01am 
I'm quite hesitant when dealing with Pawn AI as it may result in the "requires new save" policy, which I hate, hate, HATE.
Awesomeexplorer 20 Jun, 2017 @ 7:55am 
I was thinking: you know like the times in the hot summer where you would like to dip in the lake/ocean outside your house? swimming should be a source of joy and cooling your body temperature. you got the time for that? seems cool btw
Meet the Zombie Soldier 13 Jun, 2017 @ 12:40pm 
darn, i had a drop pod full of items land on a coast out of reach because of ocean water tiles. would be nice if you added those to your mod too.
Spdskatr  [author] 13 Jun, 2017 @ 1:37am 
No, only deep water terrain tiles
Meet the Zombie Soldier 12 Jun, 2017 @ 11:45pm 
does it affect ocean water too?
Danso 1 Jun, 2017 @ 11:32am 
Wow, what a complete pleb Wiggins is. Anyway, thanks for the mod. :sunglassesDoge:
Spdskatr  [author] 26 May, 2017 @ 2:41pm 
Updated.
Spdskatr  [author] 26 May, 2017 @ 2:10pm 
I just saw that... You peeps read my mind sometimes.
Tyrant 26 May, 2017 @ 10:54am 
Important thread regarding patch performance, affects your mod, please read and convert to the new method: https://ludeon.com/forums/index.php?topic=32874.0
Spectreblitz 25 May, 2017 @ 11:59pm 
and considering that after someone I know personally
(a certain, Ariana Elle... you know who she is) has just been devastated by an attack from ISIS, this argument is no more than a pathetic squabble
so just shut up, if you have any sense
Spectreblitz 25 May, 2017 @ 11:58pm 
@TheHydroAce and nobody would ask me, considering this is a public comment section
to be honest, I like playing rimworld, I just like realism, which is why I get realistic mods
Spectreblitz 25 May, 2017 @ 11:57pm 
TheHydro
you are a bit late, this convo ended ages ago
Spdskatr  [author] 24 May, 2017 @ 2:50pm 
Remember that A16 versions can be acquired from my Ludeon page: ludeon.com/forums/index.php?topic=30813.0
Buy Goodbar 21 May, 2017 @ 6:35pm 
@danielwiggins323 Nobody asked you. If a minute detail like a text box displaying "lying down" instead of "swimming" is destroying your gameplay immersion then you should honestly not be playing Rimworld, a game where a human can survive 15 gunshots, and can build an entire house in one day.
Spdskatr  [author] 6 May, 2017 @ 11:00pm 
Due to the makeup of the game I cant just "add" an additonal checker to the game's accuracy, I'm adding on an existing one, so "lying down"is just a placeholder for you to know that the raider/colonist is swimming. Sorry about any misunderstandings >.>
Spectreblitz 6 May, 2017 @ 10:22am 
which is why this mod is unrealistic, as yes, the speed is slow but they are not considered as "lying down" they are considered as "swimming" as colonists can swim in shallow water anyway
be realistic... lying down makes you more accurate when shooting
Spectreblitz 6 May, 2017 @ 10:21am 
technically that makes no sense
you are more accurate lying down when shooting
just saying, get it right before you post it on there
they would be considered lying down as in, they are crawling but more accurate
Spdskatr  [author] 2 May, 2017 @ 1:58pm 
Of course, for every mod it's like this unless specified, no need to ask.
RavenousEye 2 May, 2017 @ 9:53am 
can this mod be used on existing (modded) saves?
Captain Buzz 30 Apr, 2017 @ 5:50am 
Yay now i cant cheat by placing deep water round my base all the time :)
Spdskatr  [author] 30 Apr, 2017 @ 5:00am 
I updated! Raiders in deep water will be even more dangerous now, as they are less likely to be hit.
Spdskatr  [author] 29 Apr, 2017 @ 11:46pm 
However, because of logic you can't go start a caravan in the middle of the ocean :P
Spdskatr  [author] 29 Apr, 2017 @ 11:45pm 
Animals and humans alike will be able to wade through deep water.
Occyfel 29 Apr, 2017 @ 10:53pm 
be nice if you made weapons invisible when in deep water
Keeper 29 Apr, 2017 @ 6:11pm 
Does this affect animals?
Plague Rat 28 Apr, 2017 @ 6:36pm 
does this mod mean i can swim into the ocean as a caravan and set up in the ocean and build a small island?
XeoNovaDan 28 Apr, 2017 @ 2:16pm 
I could just imagine scythers with rubber armbands and then centipedes with a large rubber ring or personal inflatable dinghy :P
Spdskatr  [author] 28 Apr, 2017 @ 2:09pm 
Yup. Mechanoids can swim.
XeoNovaDan 28 Apr, 2017 @ 11:38am 
Does this mean that mechanoids can swim too? :P
LordZarmack 28 Apr, 2017 @ 7:11am 
leme know if you change it to mass ect/ more realistic n id be interested.
LordZarmack 28 Apr, 2017 @ 7:11am 
would be a good benefet if you made it so the ai would drown/ take damage after being in it too long, so ie, if you make a island base, theyd drown before reaching it, (idealy, only those not wearing heavy armor should be able to swim deep water) --- maybe link the ability with total mass, say anything heavy cant, ( ofc itd a mess cause bears can swim/ horses. but-- its still progress dude. good work