RimWorld

RimWorld

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Set Up Camp
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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28 apr, 2024 @ 19:42
1 ändringsnotis ( visa )

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Set Up Camp

Beskrivning
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).
Populära diskussioner Visa alla (5)
7
8 apr @ 23:28
Camps remain on map when set to not. Drats!
Kasetsu
7
20 apr @ 8:15
KLISTRAD: Bug Reports
Alias
1
28 okt, 2024 @ 17:02
Vanilla Vehicle Expanded Compatibility
Permy134
212 kommentarer
Shinoskay 11 timmar sedan 
PGGames-Food

There are critical, fundamental changes in 2 or 3 of the versions that prevern a 1.2 save from safely upgrading to 1.6.
El Gordo Dan 15 timmar sedan 
o7. Great mod
MayorMcWeed 17 timmar sedan 
yeah i used this mod to mine outside of my original map, so i dunno what weird combo of mods I was using to let me do that lol
Hirsuta 15 jul @ 11:30 
Whether you retire the mod or iterate on the new mechanics, thank you for everything over the years. This mod gave me a lot of enjoyment.
♕ His Majesty ♕ 15 jul @ 4:13 
@Alias, I've had iron chunks spawn when using these camps. During one of my far north runs I've used this mod to go south to hunt and bring home iron when my starting deposits were over. This mod was and is lovely.
DonZekane 15 jul @ 4:03 
again, +rep, good dev + funny dev lol
pgames-food 15 jul @ 1:34 
(map=mod sorry)
pgames-food 15 jul @ 1:34 
hi one cool feature of this map, was that it let me claim a pristine ruins from the real ruins mod (along with a vanilla setting of increasing owned bases to the max which i think was 5)

im still on v1.2 of rimworld with my main game with 500+ mods (these things take time to upgrade savegames lol), but just in case the new 1.6 vanilla game does not include this feature, then it would be nice for setupcamp to still be able to do it in some way in future :) if not for me, for others lol :o)
Liringlas 15 jul @ 1:18 
About mining, I also did use this mod for mining some iron and components in camps in the past:) Good luck for your mods and thank you for your contribuition!
Alias  [skapare] 14 jul @ 13:19 
@EgemenX, probably not. I'd be pretty concerned if the mod started taking things without asking first.