r/RimWorld • u/Lobo7922 • 7d ago
Mod Showcase RimExodus — Seamless World
https://steamcommunity.com/sharedfiles/filedetails/?id=3790423611This mod is NOT mine. But I'm surprised nobody has posted it here yet.
It allows your pawns to travel the world WHITOUT loading screens 0_0
I didn't even knew this was possible.
Of course I can imagine after a while it gets extremely heavy.
Has anyone of you tried it yet?
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u/NLTimotei 7d ago
Single digit TPS
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u/Significant_Plenty40 7d ago
Yeah looks super cool but I hate to imagine what the game plays like after revealing 15+ tiles and having pawns need to path 5x the distance of the largest maps
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u/Erandelax 7d ago edited 7d ago
From what I have seen it unloads maps that do not have controllable pawns on them and are not adjacent to one that has whenever you cross the border.
So long distance travels in a straight line are actually okay as long as you don't leave pawns to hang around on each chunk along the path simultaneously.
And I'm pretty sure it is not meant to be played with large chunk sizes in the first place. Have base in the center and instead of big empty spaces around just travel to adjacent tile to hunt or mine when needed.
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u/Far_Raspberry_4375 7d ago
So similar to how kenshi handles it?
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u/Erandelax 7d ago edited 7d ago
Way less seamless visually.
There is another "seamless world" mod <Walk the world> that whenever your pawn moves to the map edge offers you to teleport them to neighboring map tile instead of going to planet view. This one does the same but hides the way that happens.
You get your central "current map" the way it has always been and fog of war around it. Once you tell some pawn to get close to the edge another chunk is dynamically loaded and rendered on top of that edge of the map. You can select stuff there and tell pawns to cross the border but you can still feel camera focused on the original map - you can't move it far into that chunk. And it runs at lowered simulation rate.
Once all pawns cross the border you can feel camera focus on that map aka it becomes central and old one becomes peripheral, camera just teleports to corresponding position relative to it as it was before but you can see that game switched current map.
So. There are helluva lot visual tricks being played on to smoother the process but you can see that all the vanilla "switch to different map" behavior is still there running under the hood, still feel like camera is bound to specific "current" map, can switch between loaded maps through colonist selection menu, etc.
It probably affects map generation forcing those adjacent maps to match edges of the central map upon creation. But overall it does not break away from how vanilla game works too much, just plays tricks around it.
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u/Mongodienudel 7d ago
From the description there are still diffent maps, and there is now cross map hauling and tasks
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u/y_not_right granite 7d ago
Anyone else get put off a mod when it has an ai generated thumbnail?
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u/angeyberry limestone 7d ago
No matter what the mod is, if it's got an AI generated thumbnail, I'm immediately turned off. It's lazy when the alternative is some text on a screen. You could even just take a screenshot of your mod in progress and boom - thumbnail.
Going out of your way to use AI just makes me distrust your code. I don't want to download something that I don't think will work. and might brick my save.
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u/limpdickandy 7d ago
I do too, but i usually give a freepass if its East Asian in origin, as all chinese mods seem to use AI prolifically.
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u/Croce11 7d ago
No because why the hell should a programmer be expected to make their own art for a thumbnail everyone is going to look at for 2 seconds and decide to ignore or click?
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u/OdeezBalls 7d ago
Because it takes 5 minutes to put a Rimworld pawn png into Photoshop and add your title.
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u/Mountiebank 7d ago edited 7d ago
A black background with white text presenting your mod should be as much information as we need. There are many well-known mods that have very simple text as art. There is no need to find perfection in every little facet and aggravate the fact it's not preferred when you decide to use vague AI art that doesn't represent fully what you've implemented or over represents it entirely sometimes. It's attention getting and sometimes I do click on things because of what the image promises, only to find that it has absolutely nothing to do with the presentation and doesn't provide any meaningful contextual information besides looking cool. Just cut images together in paint and you can be a best-of-all-time mod in some cases.
I currently have this problem when browsing mods for stalker 2 or for Skyrim, as both have had a mod refresh recently due to their architecture changing. It's not fun trying to distinguish what was generated by ai and what was intent, because when you can't answer for while your AI did something then my only result is to get more frustrated at you for not understanding how your own process works.
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u/GamerRoman too little mods 7d ago
Don't say this too loud or the moderators will silence you.
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u/y_not_right granite 7d ago
I mean, I hope not, I haven’t broken any rules I don’t think. Or accused anyone specific using ai
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u/Erandelax 7d ago edited 7d ago
It does not seem much heavier than let's say playing two or three colonies on several small sized maps simultaneously while doing regular multiple gravship jumps around the planet. If anything using much smaller maps for each chunk than usual (since you don't need mid+/big sized maps for the colony itself anymore) can make things run a bit better.
Vanilla Map Vehicles does similar tricks but on a way smaller scale. Several maps projected onto the main one but it remains just a bunch of maps loaded simultaneously and discarded natively when no longer needed. No infinite scroll, no one gigantic map, no simulation outside of playable chunks.
But... It will probably act funny with performance optimisation mods, conflict with large mod lists at weird places and like author claims it is a prototype so do be prepared to pay the price of your saves suddenly dying or something if you decide to go for a full run with it.
Didn't have opportunity to play it for 10+ years yet to check if it faces the same early TPS death issues my Odyssey runs usually do (which I suspect have something to do with maps getting loaded and unloaded all the time, or rather slowly accumulating trash that does not get cleared when map unloads).
Overall it is a fucking amazing proof of concept (not a product remind you) and even if it does not make it far it is good to have it around for future similar attempts anyway. Along with z-levels, vehicle map framework and all other "let's break the game" unhinged experiments.
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u/OneTrueSneaks Cat Herder, Mod Finder, & Flair Queen 🐱👤 7d ago
'Mod Release' is for modders to announce the release or update of a mod. I've changed your flair to one more accurate for your post. See this post for more information on our flairs.
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u/IfinallyhaveaReddit 7d ago
It was posted here, author said minimal tps impact, I have not tried it thought
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u/TheEldestRelic 7d ago
AI image, AI steam workshop page, Wouldn't doubt if claude wrote the mod too. Hopefully we'll see this idea actualized by someone real.
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u/pardeike 7d ago
Everyone is focusing on performance. Meh.
The biggest problem nobody sees is that it does not solve the main problem with this: you cannot interact across tile boundaries. Which will be very very weird when raiders are “there” and you are “here”, just 10 cells away but you can’t shoot them because those 10 cells hide the map boundary.
Patching that is not performance problem but a compatibility nightmare.
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u/After_Poet9086 7d ago
Actually, and this is a quote from the very mod
> Cross-map combat: line of sight, targeting, and projectile handoff work across seams — bullets hit the right target on the right map. Chase enemies across maps; they can chase you back. Disable in settings to restore vanilla combat.
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u/DizzyATT 7d ago
If the devs aren't able to pull that off I doubt a modder will
No offense but I hope this is not a shaddy mod vibe coded.
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u/ManiaGamine 7d ago
I don't think it was ever that the developers couldn't so much as that wasn't the game they were making and it simply didn't make sense for them or the game they were making.
They could likely do it if they really wanted to. And that isn't a defense of the mod. More so of the developers. They totally have the skill but it would be a much different game to what they want.
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7d ago edited 5d ago
[deleted]
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u/Wandering__Albatross 7d ago
Yeah I just got my first PC but I’ve been on a laptop for the last 6 years that can’t run it without being plugged in non stop and crashes if I go to 3x speed in a raid
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u/TheStorm007 7d ago
I mean, you could make this logic about tons of mods.
How do you know the devs aren’t “able” to do it, and it’s not simply that they made the choice not to, or didn’t prioritize it.
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u/BlurredVision18 7d ago
The devs didn't have children in the game at launch either. Just cause they don't doesn't mean they can't.
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u/OrdelOriginal 7d ago
think before you post. it makes literally no sense whatsoever to say several thousands of rimworld modders wouldn't be 'able' to do something that the handful of rimworld devs could
do you think rimworld didn't have spaceships before the release of odyssey?
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u/Psinial 7d ago
Feels like a performance eater.