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RimWorld => Releases => Mods => Outdated => Topic started by: Nandonalt on January 02, 2017, 05:13:21 PM

Title: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Nandonalt on January 02, 2017, 05:13:21 PM
(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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: IHateRegistering on January 02, 2017, 05:19:42 PM
That's pretty awesome.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: jere8184 on January 02, 2017, 05:26:05 PM
nice mod
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Akrakorn on January 02, 2017, 05:49:41 PM
It'd probably be really cool to make a nomad colony with this.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: zombojoe on January 02, 2017, 06:05:24 PM
You're my hero
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: joaonunes on January 02, 2017, 06:06:28 PM
Sweet :D Another mod for my collection :P
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: jere8184 on January 02, 2017, 06:12:34 PM
You may want to announce your mod here https://ludeon.com/forums/index.php?topic=27962.0
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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?
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Nandonalt on January 02, 2017, 06:40:06 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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?
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Nandonalt on January 02, 2017, 08:15:20 PM
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! :)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: rawrfisher on January 03, 2017, 12:08:20 AM
I set one up as a prison farm camp.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Owlchemist on January 03, 2017, 12:10:42 AM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: nbielinski on January 03, 2017, 12:28:16 AM
FINALLY! I can use prepare carefully to land with ~10 colonists with melee weapons and pemmican! I can finally become Caesars Legion!
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Spdskatr on January 03, 2017, 01:04:21 AM
Your colonists shall starve no more! (unless you're traveling on an ice sheet ofc)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Lady Wolf on January 03, 2017, 01:53:31 AM
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..
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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".
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: WoodyDaOcas on January 03, 2017, 04:23:27 AM
Excellent idea, thank you for the mod :)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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?
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: joaonunes on January 03, 2017, 09:05:39 AM
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
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Nandonalt on January 03, 2017, 10:36:16 AM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: joaonunes on January 03, 2017, 10:43:33 AM
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 :(
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Jakub k. on January 03, 2017, 01:36:03 PM
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]
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: GiantSpaceHamster on January 03, 2017, 02:04:44 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Jakub k. on January 03, 2017, 02:06:55 PM
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*
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: joaonunes on January 03, 2017, 02:59:14 PM
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
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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?
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Codexehow on January 04, 2017, 04:43:23 PM
Should be in base game, thanks.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: asquirrel on January 04, 2017, 07:34:54 PM
Great mod idea!  Thanks dude! :)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Iwillbenicetou on January 04, 2017, 09:08:42 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?
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 ;)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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 :)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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?
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Nandonalt on January 05, 2017, 02:55:05 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: IValerian on January 06, 2017, 10:48:50 AM
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!
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: WoodyDaOcas on January 07, 2017, 07:32:10 AM
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 :)
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: NethanielShade on January 07, 2017, 06:53:48 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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.

[attachment deleted by admin due to age]
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: minakurafto on January 12, 2017, 11:02:47 PM
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
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Zebukin on January 13, 2017, 03:59:07 AM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: 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.
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Akabu on January 14, 2017, 04:22:15 AM
Really nice mod, but still v0.1.0 on dropbox :(
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Nandonalt on January 14, 2017, 09:24:08 AM
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.
Title: Re: [A16] Set-Up Camp v0.1.0
Post by: Zebukin on January 14, 2017, 10:02:09 AM
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!
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Akabu on January 14, 2017, 12:13:43 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: tommiethegun on January 15, 2017, 07:36:05 PM
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!
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: faltonico on January 17, 2017, 05:44:28 PM
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: nightkilla23 on January 18, 2017, 08:23:03 PM
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).
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Ruisuki on February 24, 2017, 07:24:53 PM
Nandoalt straight killing it with all his mod releases.
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: AllenWL on February 27, 2017, 11:02:16 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Jeffsikles on May 11, 2017, 11:38:34 PM
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
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Slevilex on May 18, 2017, 01:30:05 PM
Can you update this for A17?
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: DariusWolfe on May 18, 2017, 03:28:52 PM
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.
Title: Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
Post by: Rimrue on May 19, 2017, 08:26:59 PM
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! :)
Title: Re: [A17] Set-Up Camp v0.2 - A17 Update
Post by: Nandonalt on May 25, 2017, 11:20:06 PM
Mod updated for A17! The other ones will be updated on June :)
Title: Re: [A17] Set-Up Camp v0.2 - A17 Update
Post by: DariusWolfe on May 25, 2017, 11:28:03 PM
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.
Title: Re: [A17] Set-Up Camp v0.2 - A17 Update
Post by: Rimrue on May 26, 2017, 12:10:06 AM
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! :)
Title: Re: [A17] Set-Up Camp v0.2 - A17 Update
Post by: Cabdono on May 26, 2017, 12:13:08 AM
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
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: MisterVertigo on June 13, 2017, 04:59:25 PM
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!
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: xRude on June 15, 2017, 07:03:29 PM
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.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Soupy Delicious on July 10, 2017, 08:35:42 AM
Whats different about this to the way it is now ingame, allowing you to settle places?
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Canute on July 10, 2017, 09:21:24 AM
Settle = permament colony.
Camp = temporary, without having to get ambushed or invading a rival faction.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Xubrim on July 10, 2017, 01:35:55 PM
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.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Soupy Delicious on July 11, 2017, 06:18:57 AM
Does this mean that you can basically farm wild animals by leaving camp and remaking camp?
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: 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.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Soupy Delicious on July 11, 2017, 06:30:04 AM
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
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: SpaceDorf on July 11, 2017, 01:00:07 PM
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.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: EnricoDandolo on July 17, 2017, 12:37:06 PM
Do raids and events happen?
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Canute on July 17, 2017, 01:50:04 PM
On a camp ? no. They only happen on colonies.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: sirgzu on August 20, 2017, 05:22:58 PM
I'm missing the reform caravan option on a camp, is that normal?

edit: after restarting the game it is available again...
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: SrGrafo on September 07, 2017, 01:17:27 PM
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
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Griffith on November 07, 2017, 02:14:39 AM
Any chance we can get this updated for A18? :D
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: kamuii on November 15, 2017, 03:00:48 PM
Would love to see this for A18. I miss being able to use this.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: 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

I'll remove this download immediately upon request.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Rafe009 on November 19, 2017, 06:23:26 PM
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.
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Kiame on November 20, 2017, 06:10:06 PM
B18 version is coming!
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Nandonalt on November 20, 2017, 06:19:21 PM
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
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Kiame on November 20, 2017, 06:28:00 PM
Great to hear! I'll remove the unofficial version  :)
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Nandonalt on November 22, 2017, 05:34:22 PM
New version is up! Please report any bugs, thanks :D
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: PGMP1979 on November 26, 2017, 06:36:08 PM
Thanks a million ! ;D
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: frenchiveruti on December 13, 2017, 11:28:06 PM
Hey Nandonalt thanks for the mod!
Are you planning to update Hunt For Me? It was great to have.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: frenchiveruti on December 15, 2017, 10:21:34 AM
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"
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: LAWolves on December 15, 2017, 11:29:46 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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 :)
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: 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
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on February 12, 2018, 03:09:40 AM
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?
Title: Re: [A17] Set-Up Camp v2.1 - A17 Update
Post by: Harry_Dicks on February 12, 2018, 06:59:02 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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?
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on February 18, 2018, 05:35:38 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on February 18, 2018, 06:23:34 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Harry_Dicks on February 18, 2018, 06:32:24 AM
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?
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on February 18, 2018, 03:29:12 PM
you mean like notepad++? Only time i remember using it was for ck2 saves. Its possible to delete camps this way?
---
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]
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on February 18, 2018, 05:40:56 PM
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

[attachment deleted due to age]
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Canute on February 19, 2018, 04:38:14 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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?

[attachment deleted due to age]
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on February 26, 2018, 05:05:01 PM
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
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Harry_Dicks on February 26, 2018, 05:06:12 PM
Can we try just rotating the texture in the mod's textures folders? :P
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: CH3N9 on March 18, 2018, 05:09:36 AM
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]
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on March 19, 2018, 01:43:21 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: temple_wing on May 06, 2018, 07:29:45 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: sai05 on June 19, 2018, 07:02:33 PM
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
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: sai05 on June 20, 2018, 08:35:27 AM
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 .
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Canute on June 20, 2018, 10:38:48 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: NathanxS on July 08, 2018, 09:01:16 AM
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?
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: MisterLock on July 13, 2018, 05:52:55 PM
Any chance for this to be working with 1.0 Pre-Release?
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: makute on July 14, 2018, 07:10:46 AM
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
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: redmanous on July 17, 2018, 01:07:45 PM
Is this version compatible with the unstable 1.0 ? love this mod
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Syrchalis on July 17, 2018, 02:36:24 PM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Ruisuki on July 20, 2018, 05:33:07 AM
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? 
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: yehoa on September 19, 2018, 09:23:45 AM
this mod is great
i'm expecting the updata of 1.9 ver
3Q
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: 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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: yehoa on September 20, 2018, 05:53:14 AM
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
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: DariusWolfe on September 20, 2018, 10:40:25 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Canute on September 20, 2018, 11:40:30 AM
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 ! :-)
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: DariusWolfe on September 20, 2018, 11:51:55 AM
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.
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Canute on September 20, 2018, 01:09:00 PM
Yeah, maybe you should hire up as moderator and clean up the mod area ? :-))
Title: Re: [B18] Set-Up Camp v2.1 - B18 Update
Post by: Syrchalis on September 20, 2018, 01:37:02 PM
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.