(http://i.imgur.com/UBbVYLy.png)
---------------
SUMMARY: -> Adds a "Set-Up Camp" button on caravans. This creates a small map that you can zoom in anytime.
-> The button will only show up on caravans formed after the mod was installed. If you plan on uninstalling this mod, please make sure you don't have any caravans or camps on the map.
-> This mod does not require a new save.
------------------------------
This mod allows you to set up a caravan camp anywhere, without having to get ambushed or invading a rival faction.
With this, you can rest, heal, hunt, make some food while far away from your home base.
Depending where you stop, there'll be plenty of animals to hunt (or run away from).
Camps can be visited by any caravan that you form.
Mod settings:-> Found on Options -> Mod Settings -> Set-Up Camp
-> You can change the maximum and minimum size of your camps. Default is 75-90.
-> You can enable the PERMANENT CAMPS function, which disables the automatic deletion of the map when nobody's around. To remove permanent camps, just use the destroy button of it on the world map.
-> Changes affect the entire game and aren't bound to saves.
-Camping Stuff addon- (https://ludeon.com/forums/index.php?topic=29145.0)
Please read:
-> The camp deletes itself after the last colonist leave the area. You can't get any stuff back after that. (if they aren't permanent)
DOWNLOAD (B18):
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=932951772)
Dropbox (https://www.dropbox.com/s/k8ojr5498549p8z/Nandonalt%20-%20Set-up%20Camp%20B18.zip?dl=0)
A17:
OLD - Dropbox (https://www.dropbox.com/s/u8s5k6poz9sgg7h/Nandonalt%20-%20Set-up%20Camp%20A17.rar?dl=0)
CHANGELOG:
13/01/2017:
VERSION V.0.1.1 - CHANGELOG
-> The camera nows automatically enters the camp when formed, so you don't need to "jump in" manually.
-> New feature - MOD SETTINGS!
-> Enable dev. mode on game options to add a new button to caravans, the "Set-Up Camp Settings".
-> There you can change the minimum and maximum size of the camps (it's always random, but you can lock on a single size)
-> You can also enable a new experimental feature: permanent camps. While this is activated, camps will not get automatically deleted when everybody leaves the map. To delete the map for good, just click on it and press the Destroy button.
-> Settings effects all your save games, but size only affects camps formed after the change.
26/05/2017:
-> Updated for A17
-> Mod Settings now on Options
22/11/2017:
-> Mod updated to B18
(http://i.imgur.com/1rnrhDV.png)
(http://i.imgur.com/X0Wm4A5.png)
(http://i.imgur.com/wNobcCh.png)
LICENSE:
Including this mod on modpacks is allowed if you keep it updated.
You can use this mod as a base for yours, just remember to credit me and link this post on yours.
That's pretty awesome.
nice mod
It'd probably be really cool to make a nomad colony with this.
You're my hero
Sweet :D Another mod for my collection :P
You may want to announce your mod here https://ludeon.com/forums/index.php?topic=27962.0
I have been hoping someone would make a mod like this, thank you!
Do you know if the 24 hour auto-close for caravan raid maps applies to these camps?
Quote from: GiantSpaceHamster on January 02, 2017, 06:17:15 PM
I have been hoping someone would make a mod like this, thank you!
Do you know if the 24 hour auto-close for caravan raid maps applies to these camps?
No, I removed the time limit, you can stay there indefinitely.
This looks really cool. Thank you!
One question: does a camp count towards the 5 colony limit?
Quote from: MisterVertigo on January 02, 2017, 07:54:45 PM
This looks really cool. Thank you!
One question: does a camp count towards the 5 colony limit?
No, as the map is not counted as a colony. If you don't abuse it, there won't be a huge fps drop.
Thanks for liking it! :)
I set one up as a prison farm camp.
Good stuff! This mod really makes me wish there was a craftable tent... basically a bed you can dismantle and take with you that also removes the "sleeping under the stars" debuff.
FINALLY! I can use prepare carefully to land with ~10 colonists with melee weapons and pemmican! I can finally become Caesars Legion!
Your colonists shall starve no more! (unless you're traveling on an ice sheet ofc)
Quote from: Spdskatr on January 03, 2017, 01:04:21 AM
Your colonists shall starve no more! (unless you're traveling on an ice sheet ofc)
Even then you can always stop and kill off a colonist or two when you run low on food... ::)
(Yeah, Rimworld, it takes you to new depths of depravity when your colonies survival is on the line. :P )
Or slaughter some pack (or trade) animals, assuming they are worth less than that useless pop star pacifist who can't do any task but artwork anyway..
What's the difference between a camp and a colony that you abandon later? Do events not happen?
I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".
Quote from: doodeeda on January 03, 2017, 03:44:11 AM
What's the difference between a camp and a colony that you abandon later? Do events not happen?
I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".
The idea of this mod is to lay a camp whenever you want/need by using similar mechanics to the ones when you get attacked mid-travel, meaning that this camp will disappear from the map as soon as you leave it and will not stay on the map unlike what happens when you abandon a colony.
If you really want to be a nomad try this mod, put down a camp every once in a while and then leave taking everything with you. If you want to leave a camp behind to revisit at a later point you may want to keep creating colonies and abandoning them.
Excellent idea, thank you for the mod :)
Whats the difference between the camp and "settle" ?
Any chance we can chose the map size from the camp?
Quote from: carpediembr on January 03, 2017, 08:51:41 AM
Whats the difference between the camp and "settle" ?
Any chance we can chose the map size from the camp?
"Settle" sounds like you are going to make a new colony, while "camp" has a more temporary meaning. Should be self explanatory from now on :D
Quote from: joaonunes on January 03, 2017, 04:03:35 AM
Quote from: doodeeda on January 03, 2017, 03:44:11 AM
What's the difference between a camp and a colony that you abandon later? Do events not happen?
I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".
The idea of this mod is to lay a camp whenever you want/need by using similar mechanics to the ones when you get attacked mid-travel, meaning that this camp will disappear from the map as soon as you leave it and will not stay on the map unlike what happens when you abandon a colony.
If you really want to be a nomad try this mod, put down a camp every once in a while and then leave taking everything with you. If you want to leave a camp behind to revisit at a later point you may want to keep creating colonies and abandoning them.
Thanks for explaining it well! ;D
Also, the camps are much smaller than colonies: they are faster to generate and aren't so heavy on the CPU.
Quote from: Nandonalt on January 03, 2017, 10:36:16 AM
Thanks for explaining it well! ;D
Also, the camps are much smaller than colonies: they are faster to generate and aren't so heavy on the CPU.
Do you know what is the funniest part? I have downloaded the mod but have not tried it yet :P Too much studying to do :(
allready my favorite mod,i can now control an entire map because it's so small, also my computer can now run normally :D
[attachment deleted by admin due to age]
Quote from: joaonunes on January 03, 2017, 04:03:35 AM
Quote from: doodeeda on January 03, 2017, 03:44:11 AM
What's the difference between a camp and a colony that you abandon later? Do events not happen?
I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".
The idea of this mod is to lay a camp whenever you want/need by using similar mechanics to the ones when you get attacked mid-travel, meaning that this camp will disappear from the map as soon as you leave it and will not stay on the map unlike what happens when you abandon a colony.
If you really want to be a nomad try this mod, put down a camp every once in a while and then leave taking everything with you. If you want to leave a camp behind to revisit at a later point you may want to keep creating colonies and abandoning them.
I don't think you can re-enter abandoned settlements actually. I was unable to even enter the tile on the world map last time I tried.
wait a second,do events happen in this mini-map? like raids and flashstorms? because if not my dreams are ruined hah :0
*tries not to scry*
Quote from: GiantSpaceHamster on January 03, 2017, 02:04:44 PM
I don't think you can re-enter abandoned settlements actually. I was unable to even enter the tile on the world map last time I tried.
Humm... Thanks for the heads up, I had no idea
Since the camp deletes itself, couldn't you just use this to infinitely farm adjacent tiles for as much material as they can carry?
Should be in base game, thanks.
Great mod idea! Thanks dude! :)
Quote from: Love on January 03, 2017, 03:27:57 PM
Since the camp deletes itself, couldn't you just use this to infinitely farm adjacent tiles for as much material as they can carry?
I'm thinking of another place where you can farm adjacent tiles. It's pretty OP, but the characters have abused it so much, some livestock were made extinct.
I'm thinking of real life btw ;)
Quote from: Love on January 03, 2017, 03:27:57 PM
Since the camp deletes itself, couldn't you just use this to infinitely farm adjacent tiles for as much material as they can carry?
You certainly can! But it's up to you if you want to exploit it.
Also, would be a nice story of "exploring" nearby lands and sending the resources to your colony.
---
I released the Camping Stuff Mod (https://ludeon.com/forums/index.php?topic=29145.0) to add to the camp experience, check it out :)
You don't suggest staying for long times in the camp right?
Yeah, but what if somebody wants to stay for like..4 days, and then it happens that visitors (from the hospitality mod) are visiting your colony, it would break the game or something like that? Or the hospitality mod doesn't allow to visitors arrive when you suffer a raid while travelling with caravans?
Quote from: Guido (Pink Omega) on January 05, 2017, 02:29:58 PM
You don't suggest staying for long times in the camp right?
Yeah, but what if somebody wants to stay for like..4 days, and then it happens that visitors (from the hospitality mod) are visiting your colony, it would break the game or something like that? Or the hospitality mod doesn't allow to visitors arrive when you suffer a raid while travelling with caravans?
People have stayed 20 days, so it's safe. There's no raids or any encounters on the camp, and visitors can visit your colony normally.
I don't have anything to show for it since I've since uninstalled your mod and started a new map (but once this is fixed I would love to reinstall) but I encountered what I presume to be a bug using your mod.
Caravan out, set-up camp, start playing around with it, uncamp and continue on, but then I notice something. Up at the top, where you've got your colonists in those transparent boxes that represent colonies/locations? I've got my colonists at home, my colonists on the road, and an empty transparent box. I click it. It's not the camp I had just been at, and it's not my home colony either. It's small, camp-sized, but in a biome half the planet away. Eventually I debug-mode to get my colonists over to that world tile, and tell them to camp.
They set up camp in an identical map as this phantom location.... but the phantom location is still there. When I tell them to uncamp, their camp is gone, but this phantom location is still there. They can't enter it. It's not an actual camp... it's just... there.
Sorry I can't give you more - I really love the idea of this mod and I really want to use it in the future, I just don't want more (or even just one) potential phantom locations clogging up my memory (and bar at the top of the screen).
Thanks!
Bit of feedback if I might. Just read the latest post about exploiting.. well, I did something yesterday and it kinda did feel like it. I had an idea to get my livestock to a neighboring hex to let them eat up on some grass, since it was that time of winter in my hex where all the grass and leaves are gone. So, you would form a caravan with one pawn, select an exit point, then there you will hit set up camp button, which immediately teleports you to a next hex, then there to my surprise the temporary map was all green. Then, to go back, you'd do a reform caravan, select enter colony and you are again immediately back. I suppose it could've been harder, what do you think, guys ?
Also, can something be done about that temp. map settins ? Like really look for "stats" on that hex, in regards to altitude, climate, time of the year etc.. Thank you :)
Hey Nandonault, I tried opening your Nanodnault_SetUpCamp.dll
with Resource Hacker, but I have no clue what I'm looking at. I've taken C# classes, and I know xml, so it's not that I don't understand how to tinker with code, it's just that this doesn't seem to have anything that references the game in any meaning way;
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
FILEOS 0x4
FILETYPE 0x2
{
BLOCK "StringFileInfo"
{
BLOCK "000004b0"
{
VALUE "Comments", ""
VALUE "CompanyName", ""
VALUE "FileDescription", "Nandonalt_SetUpCamp"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "Nandonalt_SetUpCamp.dll"
VALUE "LegalCopyright", "Copyright © 2017"
VALUE "LegalTrademarks", ""
VALUE "OriginalFilename", "Nandonalt_SetUpCamp.dll"
VALUE "ProductName", "Nandonalt_SetUpCamp"
VALUE "ProductVersion", "1.0.0.0"
VALUE "Assembly Version", "1.0.0.0"
}
}
BLOCK "VarFileInfo"
{
VALUE "Translation", 0x0000 0x04B0
}
}
What I'm trying to do is reverse engineer your code to find out how you generated the small random map for the camp. I'm trying to do something similar for a different mod I have planned. I didn't see anything in the WorldObjects.xml
, so I assumed it'd be in the assemblies.
A little help? Am I doing something wrong? Sorry for being a new modder, everyone starts somewhere.
Thanks for mod. It is cool with camping stuff and smokepit mods.
But I found one problem. When storm is starts, it is usually 7-10 lightnings strikes. So with such small map, that is half filled with rocks ALL of lighnings strikes right into small patch of groung. It was hell :-[
The only way is to dig into the rock and hide there or, may be, make roof above all map.
[attachment deleted by admin due to age]
Quote from: Zebukin on January 12, 2017, 11:51:13 AM
Thanks for mod. It is cool with camping stuff and smokepit mods.
But I found one problem. When storm is starts, it is usually 7-10 lightnings strikes. So with such small map, that is half filled with rocks ALL of lighnings strikes right into small patch of groung. It was hell :-[
The only way is to dig into the rock and hide there or, may be, make roof above all map.
there is a solution on vanilla, which is grave , free wild fire breaker
Quote from: Nandonalt on January 04, 2017, 10:48:17 PM
Quote from: Love on January 03, 2017, 03:27:57 PM
Since the camp deletes itself, couldn't you just use this to infinitely farm adjacent tiles for as much material as they can carry?
You certainly can! But it's up to you if you want to exploit it.
Also, would be a nice story of "exploring" nearby lands and sending the resources to your colony.
---
I released the Camping Stuff Mod (https://ludeon.com/forums/index.php?topic=29145.0) to add to the camp experience, check it out :)
Not so much exploitable. Just because colonists still needs time and food to dig it, they still gives injuries.
Also the large colony needs great amounts of components just for fixing.
VERSION V.0.1.1 - CHANGELOG
-> The camera nows automatically enters the camp when formed, so you don't need to "jump in" manually.
-> New feature - MOD SETTINGS!
-> Enable dev. mode on game options to add a new button to caravans, the "Set-Up Camp Settings".
-> There you can change the minimum and maximum size of the camps (it's always random, but you can lock on a single size)
-> You can also enable a new experimental feature: permanent camps. While this is activated, camps will not get automatically deleted when everybody leaves the map. To delete the map for good, just click on it and press the Destroy button.
-> Settings effects all your save games, but size only affects camps formed after the change.
Really nice mod, but still v0.1.0 on dropbox :(
Quote from: Akabu on January 14, 2017, 04:22:15 AM
Really nice mod, but still v0.1.0 on dropbox :(
I just checked it on and it's the updated one. Try downloading it again.
Quote from: Nandonalt on January 13, 2017, 07:28:52 PM
VERSION V.0.1.1 - CHANGELOG
-> The camera nows automatically enters the camp when formed, so you don't need to "jump in" manually.
-> New feature - MOD SETTINGS!
-> Enable dev. mode on game options to add a new button to caravans, the "Set-Up Camp Settings".
-> There you can change the minimum and maximum size of the camps (it's always random, but you can lock on a single size)
-> You can also enable a new experimental feature: permanent camps. While this is activated, camps will not get automatically deleted when everybody leaves the map. To delete the map for good, just click on it and press the Destroy button.
-> Settings effects all your save games, but size only affects camps formed after the change.
Oh, thanks! Awesome!
Permanent medium camp is very good thing to stop and rest on the regular trading route or leave some usefull stuff there!
Quote from: Nandonalt on January 14, 2017, 09:24:08 AM
I just checked it on and it's the updated one. Try downloading it again.
Yeah, it's ok now. Thank you.
Nice! Can you add a mod setting to enable/disable raids for camps? Since raids can already happen while the caravan is moving, it seem natural that they should be allowed when the camp is setup as well.
thanks for the great mod!
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Is there anything that this mod would be incompatible with? Since the new update it ruined the world map for my current save and gives an error message whenever I try to make a new one (I don't have it at present).
Nandoalt straight killing it with all his mod releases.
Recently ended up staying long-term in a camp because everyone in my tribe died except for one tender who was incapable of violence. I left the old colony instead of abandoning it in hopes of taking it back one day.
What I found is that camps tend to be really safe.
Events just don't happen at camps both good and bad. All the solar flares, eclipses, escapees, mad animals, cargo drops, etc happened at the empty 'colony' rather than the camp. The only danger in the camp was the predators(a lone timber wolf) and dry lightning storms.
It took about a season for the wolf to eat all the small rats and raccoons and target my colonist. By then, she had tamed and trained enough animals to easy kill the lone wolf.
And after that, there was literally nothing that could threaten my colonist. Nothing. The three tamed muffalo would kill any predator that wandered in, stone walls prevented all fires, and there where berry bushes everywhere, that, coupled with a small farm, gave all the food needed.
I just stayed at the camp for days making hundreds of dining chairs. At the end of it, what started with one pawn running for their life with a handful of pemmican evolved into a relatively wealthy trader with 6 pack animals, enough food to last half a year, and 1200$ in silver alone.
Hey quick question, does this mod adjust the biome settings when it generates maps?
Basically I enjoy playing on Rainforest maps but I want to get into the caravan for those fat profits and components, but Rainforsts spawn without Muffalos or Camels, so I was planning on setting up camps in the nearby Arid Brushland, taming the Muffalos, and bringing them home, but after a week of trekking around the map I haven't found any.
I'm hoping they aren't disabled on camping maps, but maybe I'm just unlucky
Can you update this for A17?
Unfortunately Nandonalt has stated (On Steam, I think?) that he's taking a break from modding to focus on school and other things for a while. He's said he's not gone for good, but it's probably going be a thirsty period for those of us who want his mods on A17.
For the record, Camping Stuff seems to work fine, but Set Up Camp breaks map trading, and possibly other map-related things. I was trying out some of the other A16 mods on A17, but after another mod completely broke the game, I haven't gone back to testing.
I couldn't deploy his tents when I tried them in A17. If anyone has had success, please let me know how you fixed it. Thanks! :)
Mod updated for A17! The other ones will be updated on June :)
Yay! I'd given up hope on seeing these any time soon, since you said you were stepping away to focus on other things.
Looking forward to the rest being updated.
Squee! I can live without tents till June. Can't live without Set-Up Camp! :D
BTW, please add double sleeping bags to the Camping Gear. If you need textures, I can help out! :)
Thank you for updating this gem, I've got a suggestion /request /question, would it be possible to add a function to check or mark tiles? As in already visited/ camped in, just a visual thing, to avoid going back into it, allowing us to explore without forgetting which tiles were cleared, mostly to avoid going to the same ones twice, even if it's regenerated
I'm about to start a new colony and I just keep finding new mods I need to add to it... Thank you for this one!
I haven't tried it out yet but holy shit this seems revolutionary for me since I spend most of my time running caravans all around the world.
Whats different about this to the way it is now ingame, allowing you to settle places?
Settle = permament colony.
Camp = temporary, without having to get ambushed or invading a rival faction.
You also define the size of settlements and camps separately, so you could probably have quite a few camps set up before you reach the same performance hit you take with one standard settlement. Like event maps, which I suppose this is, you can access any item on the map without moving it to a stockpile.
Does this mean that you can basically farm wild animals by leaving camp and remaking camp?
Yes you could, but animals are heavy. I would suggest to get a butchering spot from a tribal mod and butcher them before you leave.
And if you need chunks you could do the same.
Or mining, harvesting...
You even could create a colony there, you never get a raid but never a caravan or visitor either, perfect for basebuilder.
Quote from: Canute on July 11, 2017, 06:26:16 AM
Yes you could, but animals are heavy. I would suggest to get a butchering spot from a tribal mod and butcher them before you leave.
And if you need chunks you could do the same.
Or mining, harvesting...
You even could create a colony there, you never get a raid but never a caravan or visitor either, perfect for basebuilder.
I understand the appeal... xD but I don't get excited by even mildly exploity things. Thanks for verifying, but <3
Quote from: Canute on July 11, 2017, 06:26:16 AM
Yes you could, but animals are heavy. I would suggest to get a butchering spot from a tribal mod and butcher them before you leave.
And if you need chunks you could do the same.
Or mining, harvesting...
You even could create a colony there, you never get a raid but never a caravan or visitor either, perfect for basebuilder.
I would say if you have time to hunt, you have time to chop down two trees and build a butcher table.
The speed difference will make up for it.
Do raids and events happen?
On a camp ? no. They only happen on colonies.
I'm missing the reform caravan option on a camp, is that normal?
edit: after restarting the game it is available again...
this mod is amazing, wish it wouldnt bug with the RealFogOfWar mod, however found something that not sure if bug but I get "witnesses outsider death" whenever someone dies in my main colony (people in the camp are getting this negative mood, not sure if this is planned or
in any case awesome mod! :D
Any chance we can get this updated for A18? :D
Would love to see this for A18. I miss being able to use this.
I couldn't live without it so i hacked a version of Setup Camp. I don't think it has everything but you can setup a camp and reform a caravan. B18 unofficial Setup Camp
I'll remove this download immediately upon request.
Quote from: Kiame on November 18, 2017, 09:18:32 PM
I couldn't live without it so i hacked a version of Setup Camp. I don't think it has everything but you can setup a camp and reform a caravan. B18 unofficial Setup Camp (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/A18/unofficial-SetupCamp.zip)
I'll remove this download immediately upon request.
Damn, great job. This mod should be part of vanilla. IT's just so artificial how seemingly the space between your base and trading colonies is like a desert devoid of life unless you get beset upon by a raid or feral animals then suddenly you can hunt.
B18 version is coming!
Quote from: Kiame on November 20, 2017, 06:10:06 PM
I've sent an IM to Nandonalt asking if they are planning to update/support this in B18. If not I also asked if i could take up development in their stead.
I'm thinking after another week if no response I'll assume inactivity and create a new post for B18 crediting them as the original author.
For now here's the link to the unofficial B18 version. Let me know if anything's missing from it: B18 unofficial Setup Camp (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/A18/unofficial-SetupCamp.zip)
I'm going to update this mod, yes.
It'll be out probably this week.
Sorry I haven't keeping track of my mods. I made a lot now I can't work on them all lol
Great to hear! I'll remove the unofficial version :)
New version is up! Please report any bugs, thanks :D
Thanks a million ! ;D
Hey Nandonalt thanks for the mod!
Are you planning to update Hunt For Me? It was great to have.
Quote from: Nandonalt on November 22, 2017, 05:34:22 PM
New version is up! Please report any bugs, thanks :D
I really like your mod, I'm about to go test it in B18; is there any chance we could get an update of the additional camping stuff mod? (https://ludeon.com/forums/index.php?topic=29145.0) I find it could be quite useful for a roaming/vagrant playthrough, or anyone wishing to camp often.
Quote from: LAWolves on December 15, 2017, 10:03:20 AM
Quote from: Nandonalt on November 22, 2017, 05:34:22 PM
New version is up! Please report any bugs, thanks :D
I really like your mod, I'm about to go test it in B18; is there any chance we could get an update of the additional camping stuff mod? (https://ludeon.com/forums/index.php?topic=29145.0) I find it could be quite useful for a roaming/vagrant playthrough, or anyone wishing to camp often.
Rimworld now includes bedrolls, the only thing you would be missing are the "tents"
Quote from: frenchiveruti on December 15, 2017, 10:21:34 AM
Rimworld now includes bedrolls, the only thing you would be missing are the "tents"
I know we have bedrolls now, but the Mod added much more: With a butchering spot and simple ways of keeping pawns warm when camping it was way more viable and less of a chore to set them up. Now I'd have to get them to gather wood or give them a good amount when forming a caravan to enable them to survive were they to stop for a while.
LAWolves, there are several mods with portable generators/heaters/ovens, and for butchering spot (and some other) you can try Tribal Essentials (https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240).
But of course it would be really great to get tents :)
Quote from: Kiame on November 20, 2017, 06:28:00 PM
Great to hear! I'll remove the unofficial version :)
You're a good guy, and I see you helping to update a lot of MODs!
Would you mind to update "Colony Leadership and Teaching"? (another mod of Nandonalt).I am really need it! Thank you!
https://ludeon.com/forums/index.php?topic=29847.0
Quote from: wwWraith on December 15, 2017, 11:51:27 AM
LAWolves, there are several mods with portable generators/heaters/ovens, and for butchering spot (and some other) you can try Tribal Essentials (https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240).
But of course it would be really great to get tents :)
can you link to any portable stove mods you recommend?
Quote from: leafzxg on December 16, 2017, 09:11:07 PM
Quote from: Kiame on November 20, 2017, 06:28:00 PM
Great to hear! I'll remove the unofficial version :)
You're a good guy, and I see you helping to update a lot of MODs!
Would you mind to update "Colony Leadership and Teaching"? (another mod of Nandonalt).I am really need it! Thank you!
https://ludeon.com/forums/index.php?topic=29847.0
For anyone else, you can grab the B18 version of this mod from the HardcoreSK pack. All you need to do is delete the entry for Plastic as a building material for the ballot boxes.
the camp symbol remains on the map after i click delete. I see the option to form a caravan and can zoom into the biome but since nobody is in the biome i cant have anyone 'leave it' they left hours ago. I have it set to not auto destroy camps after leaving. It was working fine until now 3 years into the gameThis has never happened before.
39.68S 48.77E planet ulyana
Quote from: Ruisuki on February 18, 2018, 03:44:01 AM
the camp symbol remains on the map after i click delete. I see the option to form a caravan and can zoom into the biome but since nobody is in the biome i cant have anyone 'leave it' they left hours ago. I have it set to not auto destroy camps after leaving. It was working fine until now 3 years into the gameThis has never happened before.
39.68S 48.77E planet ulyana
I'm a bit confused. Is this not working properly? You want the camping symbol to disappear, but you have permanent camps turned on?
Quote from: Harry_Dicks on February 18, 2018, 04:58:04 AM
Quote from: Ruisuki on February 18, 2018, 03:44:01 AM
the camp symbol remains on the map after i click delete. I see the option to form a caravan and can zoom into the biome but since nobody is in the biome i cant have anyone 'leave it' they left hours ago. I have it set to not auto destroy camps after leaving. It was working fine until now 3 years into the gameThis has never happened before.
39.68S 48.77E planet ulyana
I'm a bit confused. Is this not working properly? You want the camping symbol to disappear, but you have permanent camps turned on?
right so I had permanent camps on, but I tried to delete the camp i had made manually (needed to make a quick stop to hunt for food) using the X icon next to 'form caravan'. I clicked it except it did nothing except remove the icon, as I can still zoom into the biome and its taking a spot still.
I then tried to change the mod settings to delete camp after leaving in a save BEFORE i had formed my caravan out of the biome but it still yielded an undeletable camp. That and ive been getting all sorts of errors like not being able to trade regularly with a settlement for some reason, and what seems like my caravan not moving for an extraordinary amount of time(wasnt overencumbered either). Both issues seemed to be solved over time, though they occasionally still happen. Im hoping this undeletable camp issue isnt permanent as unlike the others, its a persistent issue.
QuoteI see the option to form a caravan
Could you just try this, and look if there is anything left ?
Summoned pawn from Rim of magic at example stay at these camps too, then you can't close them.
Quote from: Canute on February 18, 2018, 05:39:09 AM
QuoteI see the option to form a caravan
Could you just try this, and look if there is anything left ?
Summoned pawn from Rim of magic at example stay at these camps too, then you can't close them.
Theres nothing there since nobody is on the biome. It was only 1 pawn and an alpaca. I do have a second caravan elsewhere with 7 people and a prisoner which have made multiple stops due to resupplies and ambushes but the one with the issue is just one colonist and an animal. I suppose I could try moving the pawn back into the camp and then trying to exit again. To be clear when i try to form the caravan after leaving the undeletable camp i see nothing there to order to pack up and leave, no pawns.
edit: nope moving the pawn back into the camp and forming the caravan again did nothing. the camp wont be deleted no matter if i have the settings set to no permanent camps or not. I have a save an hour behind that I am able to form caravan and the camp deletes, but id rather not waste progress. Plus id feel a lot safer if I knew how to fix this issue for the future, if it happens again.
This makes me wonder, from having glanced over a few save files. Would it be very difficult, is possible, to delete a secondary map/camp from a save using a text editor?
you mean like notepad++? Only time i remember using it was for ck2 saves. Its possible to delete camps this way?
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also wanted to mention i havent added mods in a week so its unlikely to be that, I mean it was fine all this time. Even in A16 this never happened. I dont think it could be any other mod than this one since it deals with overworld travel. I really love it though.
[attachment deleted due to age]
I also had a question on where is food supposed to go??? the caravan screen showed the same caravan member I mentioned earlier with an alpaca had 3 days worth of food with no expiration(winter) but suddenly it all became 0. Likewise, a separate caravan shows i have 9 days worth of food but for some reason one of the members is starving, and had a mental break because of it...despite the excess of food. Does the mod not recognize food stored in a characters personal inventory/gear? Should animals carry all the food instead? I always found pawns not eating to be an issue when traveling
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The food on caravan don't get affected by outdoor temp. this means, caravan food stil rot even at freezing temp.
This is a know bug.
And no it doesn't matter if the colonist or the animal carry the food.
And please try to made your pictures without the white around it, the quality is so bad that you can't read anything there.
Just try to press ALT-print to copy the current selected window into the clipboard, then you can paste it at any picture view program or even paint from windows to safe it.
Or just use the screenshot from Rimworld itself.
First, thank you for this very cool mod. However i noticed that it shows the Camp-Flag in a wrong orientation if you zoom in close. Is it supposed to do that? It just looks a bit weird...
Also i have one request: In the vanilla game if you form a caravan on a temporary map it collects all items automatically and forms the caravan instantly. Would it be possible to activate that feature for camps as well or make it an option?
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Quote from: Azzinoth on February 26, 2018, 02:18:45 PM
First, thank you for this very cool mod. However i noticed that it shows the Camp-Flag in a wrong orientation if you zoom in close. Is it supposed to do that? It just looks a bit weird...
Also i have one request: In the vanilla game if you form a caravan on a temporary map it collects all items automatically and forms the caravan instantly. Would it be possible to activate that feature for camps as well or make it an option?
Ive gotten it placed upside down. Dunno about you but after that the camp is undeletable so just watch out for that in case it happens to you too
Can we try just rotating the texture in the mod's textures folders? :P
Would you please upload to some other place?
I can't download from dropbox, it's banned by chinese gov.
Quote from: temple_wing on March 18, 2018, 03:26:30 AM
Would you please upload to some other place?
I can't download from dropbox, it's banned by chinese gov.
Here (link below).
[attachment deleted due to age]
Could my camp problem have been caused by activated objects remaining active? I had the same issue come up again but the camp finally disappeared after destroying the campfire(ironic here...need that stove now) so I wonder if the same applies for other items that need to be 'shut off' or if this was a one-off.
Please change your tile check code. Currently you're checking whether there is any world object on the tile that is to set up camp. Doing so will conflict with my mod. My mod is adding many world objects that is just indicating that tile has some extra animal, plant, or resource rock.
I suggest use TileFinder.IsValidTileForNewSettlement() to check tiles.
Please change your code. I really hope players are able to set up a temporary map and collect resource from my improved tile.
Helo . thanks for your awsome MOD , u have big problem my carvan always stuck after do visit town / peace talk and etc
there is 2 mod right now im use effect to "world" first Build road second your mod
http://prntscr.com/jwxo6a
on world if you klick / giving order to move ( Klick right ) thats what happend , i need to reload the game
what i do ? unistal both mod and try use 1 by 1 in new game and Yes in your mod i make same bug
hope my poor english can understand you
Hi,
i don't think it is either RimRoad or this mod, your screenshot show something about cleaning room.
Maybe you should investigat into a mod about cleaning.
Quote from: Canute on June 20, 2018, 01:40:59 AM
Hi,
i don't think it is either RimRoad or this mod, your screenshot show something about cleaning room.
Maybe you should investigat into a mod about cleaning.
helo i can provide you another screnshoot like "Cook" craft and etc its just one of screnshot .
Screenshot don't help much with the search for the error.
You should provide an error log, either press CTRL-F12 (if you use hugslib) or attach the output_log.txt.
But i use Set-Up camp all the time, with different set of mods and never encounter such an error.
So i realy think some other mod cause this.
When forming a caravan from a set up camp, the window of items to take with you stays completely empty (even if you bring food along with you). Though the weight of the items still remains, and the items still do exist and can be brought back to the settlement.
Is this a known bug?
Also if you are on a set up camp, you cannot get any items that you have brought along (unload) on any stockpile or build things. colonists will starve cause they cant eat the food they brought with them aswell
Im using giddy up for pack animals and riders, does that cause these problems?
Any chance for this to be working with 1.0 Pre-Release?
Hello,
Does someone have a working link to the "Camping Incidents" mod? Only one I can find is the Steam version: https://steamcommunity.com/sharedfiles/filedetails/?id=837648375
Is this version compatible with the unstable 1.0 ? love this mod
Quote from: redmanous on July 17, 2018, 01:07:45 PM
Is this version compatible with the unstable 1.0 ? love this mod
I tried it a while ago, it's not.
has anyone experienced pawns disappearing during travel? I just lost 2 of my muffalo(along with their cargo. Its impossible for 4 pawns to equal 287 kgs of weight right? so they must have been with me during travel ) as when I arrived at destination only my colonists remained.
Also an actual colonist of mine in a second colony ended up gone with no notification, dead body or thoughts of him left behind either so wondering if its just because Ive gone on for over a decade in game and that is just a problem with the game itself?
this mod is great
i'm expecting the updata of 1.9 ver
3Q
-> https://ludeon.com/forums/index.php?topic=43449.0
I updated it over a month ago.
Quote from: Syrchalis on September 19, 2018, 09:25:57 AM
-> https://ludeon.com/forums/index.php?topic=43449.0
I updated it over a month ago.
awesome!!thank you very much!!
i can have fun with the arcane mage in "rimworld of magic" mod
Syrchalis,
Are you taking over this mod fully? It might be worthwhile to create a new thread, since you have no ability to edit the title/top-level post, and it seems like folks are getting confused by that. Plus, you've been doing a solid lot of work updating this, so while I appreciate the hell out of Nandonalt creating the mods in the first place, I figure it's fair for you to get some credit, too.
DariusWolfe,
too lazy to use the forum search ?
There is allready a new topic for the B19 version.
https://ludeon.com/forums/index.php?topic=43172.0
But it is easier for him to maintain all mod's at one topic, even when we plain user just like 1 topic each mod ! :-)
Not lazy at all, but just above there was someone asking for an update that had already happened. When I come back to the forums after a break, I quickly go through and "mark read" all boards that I really don't care about (bugs, stories, off-topic, etc) and then skim through the rest; Doing a quick peek at the linked topic, it hasn't updated in weeks, so that's why I probably missed it. This thread, on the other hand, I see every time I come back, with new comments, both from users and from Syrchalis discussing his updates.
And no, as a rule I like the mods grouped into a single thread; Then I can go looking for mod authors I like and find new stuff; If I'm looking for a specific mod and I don't recall the modder, I am quite capable of using the forum search. It might be a good idea for the mods to move this thread to outdated mods, since Syrchalis now has his own threads; That's one of the folders I tend to mark read.
Yeah, maybe you should hire up as moderator and clean up the mod area ? :-))
I created a single thread because managing 10+ threads would be annoying. Also this way I can just throw people the link and they can click the button for the mod and download type (steam/nonsteam) they want.
As for Set Up Camp - I mean yeah, I somewhat took it over. I don't think it would make sense for nandonalt to go through the trouble of updating when my version does the same and more.