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RimWorld => Mods => Releases => Topic started by: Syrchalis on August 08, 2018, 01:35:14 AM

Title: [B19] Set Up Camp - once again
Post by: Syrchalis on August 08, 2018, 01:35:14 AM
(https://i.imgur.com/AqOnr2i.png)
It's time to set up camp again. For all your caravan managing needs, you can now set up camp anywhere. Camp map size is customizable and map duration is unlimited.

GitHub (https://github.com/Syrchalis/SetUpCamp/releases/tag/1.1)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926)

[1.1]New update - major features:
Random seed - you will get a different map every time you set up a camp on the same tile now.
Leave Timer - after 1-30 days you will be forced to leave the map, this can be configured in the settings, moving the slider to the far left OR right will turn this OFF!
Abandoned Camps - the tile will be blocked after leaving, similar to abandoned settlements, BUT this "abandoned camp" will vanish after 1-180 days, this can also be configured in the settings and also turned OFF by moving the sliders to the far left OR right.

Originally by Nandonalt
Re-coded and improved by Syrchalis
Assistance provided by spd, potatoclip

Note: I know the 1.0 unstable has been renamed to 0.19 - the about.xml reflects that, but I will keep it as title and version number for the future.
Title: Re: [1.0] Set Up Camp - once again
Post by: Syggin on August 08, 2018, 02:05:13 AM
Was totally missing it, thank you!
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 08, 2018, 02:31:33 AM
Yeah, me too, that's why I spent the night coding this thing. I mean I lost a lot of playtime... once again, but in return I can play tomorrow... WITH CAMPS!
Title: Re: [1.0] Set Up Camp - once again
Post by: Wanderer_joins on August 08, 2018, 05:36:01 AM
It would be great if you could include an option to have camps be the target of something, either caravan events or map events.
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 08, 2018, 08:28:46 AM
Quote from: Wanderer_joins on August 08, 2018, 05:36:01 AM
It would be great if you could include an option to have camps be the target of something, either caravan events or map events.
Easy enough... just add
<IncidentTargetTag>
<li>Map_PlayerHome</li>
</IncidentTargetTag>

to the worldobjectdef.

I added that to the mod as a setting, also with caravan events alternatively.

Edit: New version is up.
Title: Re: [1.0] Set Up Camp - once again
Post by: MisterLock on August 08, 2018, 11:04:00 AM
Oh my god I freaking love you, THANK YOU FOR THIS!
Title: Re: [1.0] Set Up Camp - once again
Post by: carnifex2005 on August 09, 2018, 01:49:44 AM
Thanks for this update! Was totally missing this since in 1.0 caravaning improved so much that I actually starting going on the road more often.
Title: Re: [1.0] Set Up Camp - once again
Post by: DariusWolfe on August 09, 2018, 05:09:33 AM
QuoteRe-coded and improved by Syrchalis

What were the improvements?
Title: Re: [1.0] Set Up Camp - once again
Post by: Wanderer_joins on August 09, 2018, 05:14:27 AM
Thanks a lot for the update. I think caravan events could be on by default, in 1.0 (or 0.19) caravan events are much more forgiving than in previous versions.

Anyway, good stuff!
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 09, 2018, 06:35:20 AM
Quote from: DariusWolfe on August 09, 2018, 05:09:33 AM
QuoteRe-coded and improved by Syrchalis

What were the improvements?
Mostly stuff invisible to the user, but the original code was very outdated and had many redundant lines. It also did not use harmony to patch the method that added the button. So in other words: It's less likely to break now and less likely to be incompatible with other mods.

Then there is of course small improvements. For example the original code would not make the Camp disappear after you pressed "Abandon Camp" - because it didn't force a tick (aka unpausing the game for 1/60th of a second).

Further, the old mod had all text hard-coded, so translation was impossible. I made it so all text is translateable.
Title: Re: [1.0] Set Up Camp - once again
Post by: Kiame on August 09, 2018, 01:57:32 PM
heh thanks for picking this up Syrchalis. I was planning to but my other mods are keeping me busy  :P
Title: Re: [1.0] Set Up Camp - once again
Post by: Proxyer on August 09, 2018, 09:19:04 PM
Hello, author.
I have created a Japanese translation. So I sent Pull request from GitHub. Please confirm and merge. Thank you.
Title: Re: [1.0] Set Up Camp - once again
Post by: déku on August 11, 2018, 11:22:07 PM
For me, enabling this mod disables all caravan controls on the world map. I don't know if this is a mod compatibility problem, or if other also experience this.
Title: Re: [1.0] Set Up Camp - once again
Post by: Canute on August 12, 2018, 03:36:12 AM
déku,
you should enable developer mode, check if there are any error's.
Special when you enter world view with a caravan.
When there are any error's you should post the full log either CTRL-F12 if you got hugslib or the output_log.txt
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 12, 2018, 07:17:39 AM
New update [1.1] with major features. See original post for info.
Title: Re: [1.0] Set Up Camp - once again
Post by: Proxyer on August 12, 2018, 09:12:50 AM
Update cheers for good work.
I updated the Japanese translation for 1.1. And I sent a pull request from GitHub. Please confirm and merge. Thank you.
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 12, 2018, 11:06:48 AM
Added the translation, thanks for updating it, there were quite a few new entries.
Title: Re: [1.0] Set Up Camp - once again
Post by: déku on August 12, 2018, 11:36:39 AM
These are the errors I get when I form a new caravan. Haven't tried the update yet, maybe it fixes it.

System.TypeLoadException: Could not load type 'RimWorld.IncidentTargetTagDef' from assembly 'Assembly-CSharp, Version=0.19.6792.31276, Culture=neutral, PublicKeyToken=null'.
at Syrchalis_SetUpCamp.SetUpCamp.GetGizmosPostfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,RimWorld.Planet.Caravan) <IL 0x00018, 0x000ac>
at (wrapper dynamic-method) RimWorld.Planet.Caravan.GetGizmos_Patch1 (object) <IL 0x00023, 0x00065>
at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) [0x00049] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:240

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneFiller.cs:291)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:134)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\World\WorldInspectPane.cs:206)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)



Edit: Yup, the latest version fixes it, but I don't know what changed :|
Title: Re: [1.0] Set Up Camp - once again
Post by: rawrfisher on August 12, 2018, 12:14:09 PM
I think that was just a botched install.  Just guessing tho
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 15, 2018, 07:58:07 PM
Update: Added option to enable resources on camp maps. Is entirely independent from encounter maps. You can use "Encounter Map Resources" (the mod) and still have resources turned off for camps or not use the mentioned mod and have resources turned on for camp maps.

Title: Re: [1.0] Set Up Camp - once again
Post by: rawrfisher on August 15, 2018, 08:02:35 PM
Nice now if only I had a camping stuff to go with it.  There was a port but it was rough to say the least
Title: Re: [1.0] Set Up Camp - once again
Post by: Canute on August 16, 2018, 03:15:25 AM
Syrchalis,
i couldn't play it myself yet (no steam), but at the old version you could set the map size at the option. No big thing.
But when you have them set to a fixed size, min = max, you allways got the same map with same resources/flora/fauna at the same tile.
I think this is too much exploidable and i think the map allways should be random, since the temp. map is just a small part of the original Large map.
What do you think ?

Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 16, 2018, 05:16:03 AM
Quote from: Canute on August 16, 2018, 03:15:25 AM
Syrchalis,
i couldn't play it myself yet (no steam), but at the old version you could set the map size at the option. No big thing.
But when you have them set to a fixed size, min = max, you allways got the same map with same resources/flora/fauna at the same tile.
I think this is too much exploidable and i think the map allways should be random, since the temp. map is just a small part of the original Large map.
What do you think ?
Uh... there is a non steam version on Github? Also there is a double slider to set map size range and the mod creates a random seed every time you make a map, so it's always different, even if in the same tile.
Title: Re: [1.0] Set Up Camp - once again
Post by: Canute on August 16, 2018, 08:54:20 AM
QuoteUh... there is a non steam version on Github?
Rimworld unstable on Github ? :-)

QuoteAlso there is a double slider to set map size range and the mod creates a random seed every time you make a map, so it's always different, even if in the same tile.
Like at the old version.
But what happen when both slider are at the same size ? Did you test it ?
Title: Re: [1.0] Set Up Camp - once again
Post by: Syrchalis on August 16, 2018, 10:12:52 AM
Well yes of course - it's an int range, so it takes a random value from between the lowest and highest. If they are the same value it just means there is no randomness.

The old version didn't create a new seed every time in the same tile. The only mod that I know that even messes with seeds is MapReroll, that's where I took the inspiration for the code from.
Title: Re: [B19] Set Up Camp - once again
Post by: Sadiew1990 on October 03, 2018, 05:56:43 AM
When I try to go to the github link it says that "This site cannot provide a secure connection." And I can't get through. Is there any way around this? I don't play on steam (paranoid about switching over).
Title: Re: [1.0] Set Up Camp - once again
Post by: Ruisuki on October 03, 2018, 08:55:24 AM
Quote from: Syrchalis on August 09, 2018, 06:35:20 AM
Quote from: DariusWolfe on August 09, 2018, 05:09:33 AM
QuoteRe-coded and improved by Syrchalis

What were the improvements?
Mostly stuff invisible to the user, but the original code was very outdated and had many redundant lines. It also did not use harmony to patch the method that added the button. So in other words: It's less likely to break now and less likely to be incompatible with other mods.

Then there is of course small improvements. For example the original code would not make the Camp disappear after you pressed "Abandon Camp" - because it didn't force a tick (aka unpausing the game for 1/60th of a second).

Further, the old mod had all text hard-coded, so translation was impossible. I made it so all text is translateable.
thank god. i had to save before using it originally in case this happened to me
Title: Re: [B19] Set Up Camp - once again
Post by: Rex705 on October 05, 2018, 10:13:00 PM
Can you make it so making a camp doesn't make a blank square on the colonist bar?
Title: Re: [B19] Set Up Camp - once again
Post by: Canute on October 06, 2018, 03:52:25 AM
A blank bear mean, you have a second active map without colonist on it.
Maybe you forget an animal that keep that map active.
Or did you enable permanent camps at the mod options.


Title: Re: [B19] Set Up Camp - once again
Post by: Ruisuki on October 16, 2018, 11:56:27 PM
do the temporary camps corresponding to the tiles weather? IE: cold biome in the artic, no desert locations when setting up there.
Title: Re: [B19] Set Up Camp - once again
Post by: vandal on October 21, 2018, 06:58:44 AM
why cant they merge? they were on the same tile
https://ibb.co/mU6KgL
Title: Re: [B19] Set Up Camp - once again
Post by: Canute on October 21, 2018, 07:01:09 AM
Did you select both caravan's at the same time and tryed to merge ?
Title: Re: [B19] Set Up Camp - once again
Post by: Canute on October 27, 2018, 04:54:30 PM
Syrchalis,
there is a modconflict with
BetterMiniMap
https://github.com/RimWorld-CCL-Reborn/BetterMiniMap
If you want reform a caravan on a temp. map, the screen goes dark and need to exit with ALT-F4.
At the logfile i saw there is an repeating error.

Title: Re: [B19] Set Up Camp - once again
Post by: phas on November 24, 2018, 07:23:02 AM
Any idea why I cannot re-enter a previously abandoned camp that is still active on the map?

https://imgur.com/a/fBArTWI
Title: Re: [B19] Set Up Camp - once again
Post by: Canute on November 24, 2018, 10:10:53 AM
The abandoned camp are a mod thing to prevent you to exploid the same tile over and over without moving. So it mean's you can't reenter these camps.

At the mod option you can adjust how long these abandon camps stay at the worldmap.