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Rimworld mods beta 18
Rimworld mods beta 18







rimworld mods beta 18

This is a major improvement and significantly improves scope for mod compatibility… if modders take advantage of it and mod users realise that it’s not a magic bullet.Īdditionally, there is now support for mod settings and all sorts of other cool modding stuff. In Alpha 17, you can patch individual entries in an XML definition (with conditionality, if necessary). Previously, if you wanted to override something in the game, you would need to either override the entire definition in XML, or make an assembly file to change just the one part you wanted to change. This can make maps more interesting as colonists and their enemies alike have to cross at particular places.Īlso in this update are some much-needed improvements for modders. If you settle on a map with a river or have a hostile caravan encounter on one, you’ll find that there are parts which you can move across and some that you can’t. The world map generation itself take a tiny bit longer because rivers are being run downrange in a more realistic way, and the building of ancient and modern roads are also being simulated.

rimworld mods beta 18

You can’t do any road-building with caravans, however. Using flagstones (also added in this version) you can build your own outdoor-styled paths. They add some flavour to a world map which was previously populated only by settlements. The first and most obvious thing about this update is that there are road systems.

rimworld mods beta 18

I thought that it would be nice to write a review of the latest update to RImWorld now that it’s been out for a while and I’ve had a chance to play it.









Rimworld mods beta 18