RimWorld

RimWorld

926 ratings
Walk the World
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Mod, 1.6
File Size
Posted
Updated
2.290 MB
11 Aug @ 1:45am
11 Aug @ 8:07pm
4 Change Notes ( view )

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Walk the World

Description








[github.com]

FAQ


  • How do I enable mod?
    After loading mod, simply walk drafted pawns to the edge of the map - confirmation menu will pop up.

  • Is it mods compatible?
    Anything that affects map generation should be compatible — Walk The World relies on built-in map generation, so any mods that change it should be working on Exploration Sites, too

  • Is it multiplayer compatible?
    Didn't test it. Probably not. But try it, break it, and share the feedback, please!

  • Will there be more adventure mode stuff?
    Walk The World will only focus on making travelling map by map affordable, with as least gameplay changes as possible. Visiting friendly settlements, for example, will probably stay the most wild feature.

  • How can I add more quests to the trader?
    Trader's quests are filtered by Trader QuestGiverTag. Any quests with this tag could be given out by trader. Also, traders at settlements of tech level Spacer or higher can give Orbital Scanner quests.

  • Is it laggy?
    Every 64 ticks mod checks whether at least one selected drafted pawn is at the edge of the map. While this can affect large armies and colonies, it is safe to assume that any little thing can affect large colonies.

  • Is it compatible with X?
    There are a lot of mods on Workshop. I can't guarantee full compatibility, nor do I have the time to check it myself. Some reported that VFE could be compatible, some reported that Giddy-Up mounts are buggy. The best way is to make a backup save and test yourself, just like with all the mods.

  • Can I add/remove it midsave?
    Generally yes, BUT, when removing it, make sure that there are no Exploration Sites on the map left! Leaving them will throw errors or game freezes. Simply abandon all of them or get pawns out of there. After that it is safe to remove. One-time error still could occur when loading clean save first, but that's okay.

  • Will there be 1.5, 1.4 etc?
    No. Walk The World heavily relies on 1.6 Camp feature. I could backport it using Set-Up Camp or something else similar, but that would take too much time and effort, so, sorry :)

Special Thanks
Below is the list of people who supported my modmaking hobby by any contribution. Thank you!
  • Rado
  • SinnerPen
  • Conan The Civilian
  • EmptyMan

Support Me
You can also join that list above by any comfortable way:
[boosty.to]


Share Feedback
Feel free to leave a comment or open a discussion about any issues or ideas for the mod. However, if you want a proper feedback towards your ideas, please consider joining my Discord:
[discord.gg]
Popular Discussions View All (3)
5
18 Aug @ 4:41pm
Can I have a travelling team while the rest of the colony stays at home?
loxkardasia
4
5 hours ago
Incompatibilities
Just
1
5 hours ago
ore problem
SirDvorfDmTTV
192 Comments
Straug 31 Oct @ 9:23am 
@creg its because the hosting site refused to take part in the new laws so turned off service in the uk.
beetlecat 30 Oct @ 1:50pm 
Alright. Now this is pretty cool.
Creg 30 Oct @ 11:56am 
wtf British government why are all the images not viewable in my region? Hardly like this is a sex mod.
Haydons 30 Oct @ 5:22am 
Rimworld mods are getting to peak
Violence Enjoyer 29 Oct @ 7:08am 
please make compatability with giddy up and vanilla vehicles
DanZinagri 24 Oct @ 6:15am 
This seemed to have a small issue for me where i did a normal caravan travel, i hadn't really messed with this mod much yet, so when i got the popup i hit yes, this caused it to popup again to send me back to the previous tile.
The biggest issue is apparently it decided to delete all my caravan animals in the map transition, and obviously going back to the previous map didn't work.
Recflet 20 Oct @ 12:16am 
nice mod, thanks
But, I don't know how it works with the original mecha-oids, and mecha from the Dead Man's Switch mod just stay on the last map and don't go anywhere
c.bundy99 19 Oct @ 1:41pm 
Really cool mod, but for some reason the generated tile will not disappear for me nor can I abandon them. I've removed all mods that affect world gen but it still happens. Guess it's incompatible with faction mods?
mashtong54 15 Oct @ 11:27am 
i might need to to make save our ship 2 shuttles to behave better.
✪ Rick ✪ 11 Oct @ 1:12pm 
finally - now i can be like Jules at the end of Pulp Fiction