RimWorld

RimWorld

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Set Up Camp
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
445.422 KB
28 Apr, 2024 @ 7:42pm
1 Change Note ( view )

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Set Up Camp

Description
Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.

Set up camp, once again²!

Main Features
For all your caravan managing needs, you can now set up camp anywhere. This let's you travel to hunt, forage and mine without having to 'settle' every time.

Summary
Settings:
  • Map size range - how large camp maps will be
  • Leaving timer - when you are forced to leave, set to zero to disable
  • Abandoned camp duration - how long the abandoned camp will block the tile after leaving, set to zero to disable
  • Enable resource - spawns camp maps with resources
  • Enable permanent camps - allows camps to remain on the map when empty
  • Enable caravan/normal events - allows these events to happen on the camp map

It is advisable to use the default settings. Turning off the leaving timer and/or the abandoned camp duration will make this mod vastly more overpowered. You can turn on events if you intend to use camps for longer whiles.

Adjusting the leaving timer setting will affect existing camps in special ways:
  • Increasing the leaving timer will add time to existing camps
  • Decreasing the leaving timer will not affect existing camps
  • Setting the leaving timer to zero will remove the timer from existing camps
  • Setting the leaving timer from zero to non-zero will add a timer to existing camps

Note: Permanent camps allows camps to keep existing if all pawns leave. It does not overwrite the leaving timer, to do that you need to set the leaving timer to zero.
A note about ghost pawns:
If you leave a camp empty, while you have 'permanent camps' on, there will be an empty square in the colonist bar. This seems to be a vanilla feature, not a bug, as the same happens with settlements.

Known Incompatibilities
None - but if I missed something feel free to let me know in the comments

Credits
Originally by Nandonalt (B18)
Re-written by Syrchalis (1.1 - 1.4)

Github link for non-steam users[github.com]

FAQ
Q: Is it save game compatible?
A: Should be safe to add to existing game saves (if there are no active caravans). Like most mods, remove at your own risk.

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Q: Does camps have Ancient dangers/ Archonexus structures/ Monoliths?
A: No. The camps use the same underlying code as caravan incident maps (like ambushes).

Q: What's the difference between this and ReGrowth: Core?
A: Both mods add campsites for your caravans to stop at. ReGrowth: Core is a fair bit more wide reaching in the systems that it touches and mechanics that it adds. If that's your jam, great! This mod has been a personal staple since the alpha days and I like the simplicity of it (plus, I see Set Up Camp and Camping Stuff as a set of sorts, it'd feel weird to maintain one and leave the other to rot).
Popular Discussions View All (5)
7
8 Apr @ 11:28pm
Camps remain on map when set to not. Drats!
Kasetsu
7
20 Apr @ 8:15am
PINNED: Bug Reports
Alias
1
28 Oct, 2024 @ 5:02pm
Vanilla Vehicle Expanded Compatibility
Permy134
196 Comments
Pinhead Larry 1 hour ago 
@irerelevantredundancy IIRC the mods functionality is now included in vanilla so the mod is basically retired.
irrelevantredundancy 4 hours ago 
What's the reason for the 07 salutes? Does Odyssey have content that makes this irrelevant?
lakefishHAXX 8 hours ago 
you've saved more pawns than we could ever count.

o7
bscshufc 13 hours ago 
o7
Coldzero 15 hours ago 
o7
NuanKi 15 hours ago 
o7
Ŧгєєzє 12 Jul @ 2:45pm 
:lunar2020contentgoat:7
N1W4D 12 Jul @ 1:58pm 
o7
Jenivi7 12 Jul @ 1:28pm 
o7
Fedecrakeado 12 Jul @ 12:41pm 
works on 1.6?