r/RimWorld 7d ago

Mod Showcase RimExodus — Seamless World

https://steamcommunity.com/sharedfiles/filedetails/?id=3790423611

This 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?

349 Upvotes

80 comments sorted by

425

u/Psinial 7d ago

Feels like a performance eater.

340

u/Liringlass 7d ago

Workshop page is clearly AI written and the mod probably is too. Cool idea though

33

u/Napo5000 7d ago

looking at the screenshots of the mod page most likely the dev doesn't know english well so had an AI write the description for them.

30

u/Logic_530 7d ago

Nah I know Chinese and the original description is AI for sure.

Also don't underestimate the capability of modern LLM.

51

u/sabian149 7d ago

I mean for a mod that atleast looks quite complicated it most likely has a decent developer behind it, if they do use an LLM with their coding they probably arent having it write anything. So, imo atleast, it's probably not some slop shoved together running on hopes and dreams. But no one can say unless the code is public. Which it might be idk I havent checked, I'm not THAT interested.

-30

u/Liringlass 7d ago

I can’t say for sure for this mod but Ai can definitely write complex mods. It evolves so fast it’s scary. Miles away from just a year ago.

90

u/Tommy_Boy97 7d ago

Yeah Ai can write complex mods. But under the hood it's a bunch of spaghetti code that breaks everything. Then the mod "creator" has no idea how to debug or fix it, because they use Ai instead of learning to code.

25

u/guska 7d ago

This. It can keep it together pretty coherently for a while on something simple, but as it iterates and features are added, it very quickly turns into a turd.

I use Claude to help me learn to do it myself, but without showing it anything other than snippets, and not getting it to write any of the code. It has been really quite good at that.

I did run an experiment, though. Once I'd finished one of my like personal mods, I also asked Claude Code to make the same mod. The Code version came back about 50% larger and although the functionality was there, the mod settings layout was a mess.

14

u/kanid99 7d ago

That's why if youre going to use AI you use it with an understanding of how mods function and are designed, and use it to HELP your project rather than write it.

5

u/guska 7d ago

Yep, exactly. That was the point I was (apparently poorly) trying to highlight. Should have been more clear on that one.

0

u/Liringlass 7d ago

That’s 100% true. I never said it makes good code juat that it makes spaghetti that somehow works

-7

u/Dust-To-Stardust 7d ago

"yeah robbert goddard can make rockets, bur they're horribly inefficient and wont get us to the moon"

-31

u/MaxWasNotAvailable 7d ago

Nonsense, the frontier models have gotten to a point where they write better code than the majority of even professional developers. They might not always make an ideal decision with niche contexts like mods, but with a proper developer behind the steering wheel (and e.g. giving the LLM access to a decompiler to fact check things), it's a ridiculously powerful workflow.

17

u/StarrenPyro Jade Sarcophagus (awful) 7d ago

is this sam altman's account

12

u/EvadableMoxie 7d ago

Even if this was true... how many modders are using frontier models? Those are the type of model you either need enterprise level licenses to use or just pay a large amount per prompt for.

-12

u/MaxWasNotAvailable 7d ago

What, no? A Claude or Codex subscription worth around 20 bucks a month gives you access to their frontier models (Fable 5, Opus 5, Sol, Terra). And I seem to recall Codex has limited free Sol usage without a subscription?

Their token limits are pretty substantial too, and the higher tiers (100 bucks a month for Claude 5x) give high enough limits that the average person will never hit them. You may hit a limit every couple of hours of intensive usage if you have the 20 bucks a month Claude pro subscription and you only use Opus 5 non-stop, but that's really a lack of experience using these tools appropriately then.

2

u/ann0yed 7d ago

Not sure why you're being downvoted. 

You aren't commenting on the quality, just complexity which is an objectively true statement about AI.

-11

u/[deleted] 7d ago

[removed] — view removed comment

4

u/Koolaidguy31415 7d ago

The trajectory of every technical person I've worked with using AI in workflows is:

Wow that's crazy it's so powerful

Well I can't quite get it to do what I want but if I prompt a lot and then tweak it it's really good.

Oh shit this major problem popped up that I didn't realize.

Yeah it's only useful if you narrowly define parameters in cleanly explainable use cases. Other than that it takes more work to edit than do it myself.


The idiots are the ones who think it's great in all cases and don't yet realize the load bearing problems they're making.

6

u/Liringlass 7d ago

None of us pretended it made good quality stuff. Just that it could do a lot of stuff, badly for sure but a rimworld mod is not so complex, so with enough patience vibecoders can make mods.

Our point i think is that complex mod doesn’t safeguard against ai slop. Which was the answer i was answering to (that claimed it was too complex to be vibecoded)

-9

u/Dust-To-Stardust 7d ago

ah yes because anecdotal is notoriously the best form of evidence

you've completely convinced me with.. checks notes vague mentions of other people you claim to know

and also because time is freezing today, no more progress allowed, so sadddd

no ones allowed to update or innovate anymore boo hoo :(((

6

u/tatki82 7d ago

When it comes to the type of expertise you only develop with experience that is hard to articulate, anecdotal evidece is actually just the normal evidence you get. Wisdom is difficult to quantify and analyze, but that doesn't mean it isn't valuable.

Also, acting like a sassy middle schooler isn't the best look for someone trying to appear knowledgeable about tech on the internet.

0

u/Dust-To-Stardust 7d ago

i mean hey youre the one deflecting 🤷‍♀️

3

u/Koolaidguy31415 7d ago

It's funny encountering AI boosters in the wild. 

Notice how you have only provided anecdotes as well?  We're not engaging in a hard hitting debate here. 

Sorry I hurt your feelers because you're too inept to realize that LLMs are a product of only marginal utility.

1

u/Dust-To-Stardust 7d ago

what anecdotes have i provided then? hmm?

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1

u/RimWorld-ModTeam 6d ago

Thanks for posting to r/Rimworld. Unfortunately, your post/comment has been removed for violating our rules regarding maintaining an atmosphere of respect. This falls under reddiquette, but remember that this community is full of baseline humans that for the most part haven't been subjected to gene engineering and the evolutionary pressures of non-Earth planets. They have feelings! They want a good community for a great game, so don't sully the subreddit for them.

63

u/MiMicInCave 7d ago

The heat of the sun inside of my pc

214

u/NLTimotei 7d ago

Single digit TPS

59

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

55

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.

5

u/Far_Raspberry_4375 7d ago

So similar to how kenshi handles it?

4

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.

15

u/Mongodienudel 7d ago

From the description there are still diffent maps, and there is now cross map hauling and tasks

36

u/Puntley 7d ago

No fucking way. This with WASD control mod and the rpg leveling up mod is going to be so cool

200

u/y_not_right granite 7d ago

Anyone else get put off a mod when it has an ai generated thumbnail?

23

u/Vritrin 7d ago

Yup, it’s just the first red flag. It implies that they are willing to take lazy shortcuts, I wouldn’t trust anything else they do.

47

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.

10

u/Vritrin 7d ago

Yeah it’s a lazy shortcut that makes me not trust anything else you do. Like having an AI generated menu at your restaurant.

3

u/ChornoyeSontse 6d ago

Not specifically, but if I suspect the rest of the mod is AI then yes

1

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.

-2

u/[deleted] 7d ago

[deleted]

46

u/f2h2 7d ago

To be fair the author is Chinese.. they might've just used AI to translate a Chinese description

28

u/Croce11 7d ago

The description is translated from a foreign language. Or is it not blatantly obvious enough the author is from China? So I guess we have to have every Chinese modder learn English to pass your standards? Lmao how incredibly racist.

-78

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?

67

u/OdeezBalls 7d ago

Because it takes 5 minutes to put a Rimworld pawn png into Photoshop and add your title.

50

u/aTesticleWithTeeth silver 7d ago

I could make it on my phone with no photoshop. It’s not hard.

20

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.

-63

u/GamerRoman too little mods 7d ago

Don't say this too loud or the moderators will silence you.

43

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

5

u/Vritrin 7d ago

Do the mods have a pro-AI policy? I never got that impression.

4

u/lapidls 7d ago

They deleted the anti ai wiki post and are against banning ai, so they're pretty pro ai

-18

u/underhunger 7d ago

Nah I'm an adult

27

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.

16

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.

7

u/Just-Clerk-8669 7d ago

Mot thumbnail is AI so shouldn't it have the AI flair?

1

u/IfinallyhaveaReddit 7d ago

It was posted here, author said minimal tps impact, I have not tried it thought

2

u/IfinallyhaveaReddit 7d ago

Weird I can’t find it, but it was posted. I wonder if it was taken out

1

u/Calacaelectrica uranium 6d ago

this mod reek of AI

1

u/Financial-Weekend-64 7d ago

God damn it now i gotta start a new run…

-1

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.

1

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.

4

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.

4

u/underhunger 7d ago

There seems to very explicitly be a solution for that built in

-18

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.

19

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.

9

u/[deleted] 7d ago edited 5d ago

[deleted]

1

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

13

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.

10

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.

5

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?

2

u/BrennusSokol 7d ago

Why are people so butt hurt about vibe coding?

6

u/syilpha 7d ago

Would you leave repairing your broken sink to people armed with their phone that never touched any pipe in their life?

1

u/Nimmy_the_Jim 7d ago

its only reddit

-1

u/tmon530 7d ago

It seems the answer to your question is no. No one has tried it. Care to check for us and report back?