@@@@ Zipline Usage Guide @@@@
Q. It seems to get stuck in an infinite loop!!
→ This happens when the distance between ziplines is too short. Pawns may enter the middle area and repeatedly attempt to board.
→ Solution: Adjust the “departure point validation” setting. If the distance between the starting and target ziplines is less than twice the set value (e.g., 10 if the setting is 5), the issue should be resolved.
Q. The zipline doesn’t seem to be used properly!!
→ If the search range for accessible ziplines is too small, pawns may just walk instead of boarding.
→ Increase the search range in the zipline settings.
Q. The zipline feels too short...ㅠ
→ Increase the valid distance setting.
Q. Movement speed feels too slow.
→ Increase the speed setting.
Q. I don’t know how to transport items.
→ Item transport works from storage to storage. Make sure there are properly placed storage zones right next to both the departure and arrival ziplines.
→ Only items allowed in the destination storage can be delivered, so double-check the filters.
→ If you don’t set a “target” on the departure zipline, transport won’t begin. When transport is active, it will be marked as “Activated”.
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Update Notes – 2025.09.28
When mounting, graphics are calculated once; during movement, only cached graphics are loaded.
When mounting, direction was previously recalculated on every movement tick; now it is recalculated only when transitioning between junctions.
Instead of fetching all pawns on the map and filtering by job, filtering is done only on pawns whose current toil is not LayDown.
Most data is recorded at the time of mounting; during movement, only cached records are retrieved.
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Update Notes – 2025.09.24
Support for ziplines on RimWorld 1.5, which caused bugs, has been discontinued. Only version 1.6 is supported.
The previous pathfinding system has been completely revised.
Safety distance requirements and restrictions on building-adjacent placements for ziplines are now disabled.
In-game mod settings now allow you to adjust zipline speed, number of connections, and other parameters. Changes can be applied in-game by saving and reloading.
Ziplines adjacent to storage buildings now enable logistics functionality.
Selecting a zipline connected to the network allows items to be transported to that location.
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This mod was inspired by the zipline system from the game Death Stranding.
I've done my best to eliminate bugs, but if you encounter any, please leave a comment.
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The reason there's no power consumption is that this building becomes available after researching Transport Pods, and the concept is a short-distance transport system that doesn't require power. We will review this part in the future.
We also plan to allow enemies to use the zipline in events, but for now, only the code has been written. We will update this feature if possible in the future.
Tired of sluggish movement in your RimWorld colony? Revolutionize your base's mobility with the Zipline! Instead of long, tedious walks, your colonists can now zip across your base and reach their destinations in the blink of an eye.
Whether it's hauling resources, responding to emergencies, or expanding your base, the Zipline helps your colonists achieve peak efficiency in every situation. It's fast, convenient, and will completely transform your RimWorld experience. Install it now and soar into a new era of colony management!
Zipline Usage Conditions
There's one important condition for using the Zipline: A portion of the colonist's current job path must fall within the radius of both the Zipline's embarkation (start) point and its destination (disembarkation) point. This means colonists will only use the Zipline to shorten their travel time if their intended work overlaps with the Zipline's route. This system prevents unnecessary Zipline usage and encourages strategic placement.
Key Features:
Blazing Fast Travel: Experience unprecedented movement speed in RimWorld.
Strategic Flexibility: Gain a tactical advantage in positioning colonists and goods.
Boost Productivity: Maximize overall colony efficiency by drastically cutting down travel time.
Bugs / Suggestions
Please report any issues or feature requests via the Comments or Discussions tab.
Credits
Developed by DRILLED_HEAD
Texture : made by seobongzu
Inspired by improved funerary mechanics and aesthetic storytelling
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