RimWorld

RimWorld

Caravan Gear v1.6 [1.0]
24 Comments
Jellypowered 9 Mar, 2020 @ 2:08pm 
Will do! Thank you Thom! When/If you ever come back, like I said I'll be happy to hand them back over to you!
Thom Blair III  [author] 9 Mar, 2020 @ 1:59pm 
@Jellypowered Feel free to update any of them...I'm super busy with way too much stuff right now, so go for it!
Jellypowered 9 Mar, 2020 @ 1:56pm 
Any other's you'd like me to update? Do you plan on coming back to Rimworld?!! You can't resist us... forever!
Thom Blair III  [author] 9 Mar, 2020 @ 1:55pm 
@Jellypowered Awesome! Thank you!
Jellypowered 9 Mar, 2020 @ 1:47pm 
Thom, I've unofficially updated this to 1.1, I hope that's alright. if you come back to rimworld modding I'd gladly share my edits with you. For now, it's located here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018290315

Thanks!
megacoosboy 1 Mar, 2020 @ 2:17pm 
Im deff joining the 1.1 train. It's one of those mods that seems like a small addition until you actually dive into it. If you have any mods that add quests or caravaning stuff. This is the glue that holds them together. It's an epic little mod!
Tommy Gray x Land Raider 24 Feb, 2020 @ 1:39pm 
update for 1.1 plz
Sunlight88 27 Nov, 2019 @ 10:49am 
Hi Thom, I just tried to put it at the beginning, but now all of my mods have been thrown out with loads of red messages. I think I would rather not do that again... I put your mod on 5th place or so, right after all the core mods...
Thom Blair III  [author] 25 Nov, 2019 @ 11:08pm 
@Sunlight88 Hi! You said you put my mod at the very end to check, but if you want to check to see if it works, you should put it at the top of the list (right after Core). Try that and I suspect it will work.
Sunlight88 24 Nov, 2019 @ 6:52am 
Hi Thom, thanks for your fast reply. I think I do not need to check by using a mod exclusion principle, because I definitely know, that your mod (the lantern in particular) is working, because it did, when I had fewer mods running half a year ago. At the moment I have around 350 mods running relatively fine, but due to game startup time it would be several days work to use the exclusion method, which I dont have... I thought, that you may have a clue by reading the error messages. I already checked with putting you mod to the very end, but the result was the same. And now I have started a new game, but the result was absolutely the same. Could not build a lantern. Its a pity. I do not need the lantern, but it such a great addition to caravans for the realsim and all... ;-}
Thom Blair III  [author] 23 Nov, 2019 @ 10:48pm 
@Sunlight88
Hi! I just tested the mod in my game and got not errors. In my experience, when you get errors like this, it is due to errors in one or more mods loaded before this mod. For some reason, even though the errors begin in other mods loaded earlier, the error log will say that there is an error in Caravan Gear and cause problems in it. Try loading a game with only Caravan Gear and see if you still get the error. If you do, then please do let me know.

If you don't get an error with only my mod, then you'll have to figure out which mod is causing the problem. I don't know how to read error messages very well, but there are some people who are very good at it. There is a Discord server I used a lot for technical help, and I'd recommend going there to ask for help. Here is a link to that server:
https://discord.gg/rimworld

Good luck!
Sunlight88 23 Nov, 2019 @ 1:58pm 
Hi Thom, are you still alive? I to got the problem with the disappearing lantern. It throws the following errors:
Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch1 (Verse.ThingDef,Verse.ThingDef) <0x0035a>
at (wrapper dynamic-method) RimWorld.Designator_Build.DesignateSingleCell_Patch1 (object,Verse.IntVec3) <0x002f3>
at (wrapper dynamic-method) Verse.DesignatorManager.ProcessInputEvents_Patch3 (object) <0x001b0>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
BladeofSharpness 24 Jun, 2019 @ 9:45pm 
Is it hidden behind an appropriate modern tech or given to everyone even neolithic people?
ABS_ 23 Jun, 2019 @ 11:03am 
I'm sorry I'm not good at English

I use it so much fun.

Will you be able to produce Coca-site tea? You can make it with a bonfire, so I guess it's not funny, is it?
pgames-food 30 Jan, 2019 @ 12:24am 
maybe its something to do with lanterns in general?
i get a similar error with the mod called Stick Lantern, where the materials get used up, but it can not be made (even trying to admin spawn it)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1355773454
Thom Blair III  [author] 12 Nov, 2018 @ 5:56pm 
@Wolvgar and @kezza596 I just tested the mod with no other mods loaded and the lantern could be built fine with no problems. I'm not sure what to tell you, except that the only thing I can imagine is you have another mod loaded that is causing some kind of conflict. Are you using any other mods with caravan-type gear? The only way to test for sure is to start a new game with no other mods running except this one. Let me know if you still have the problem after that and I'll look into it in greater detail.
kezza596 12 Nov, 2018 @ 3:24pm 
Same issue RE the caravan lantern, when built it just disappears, using up the steel.
Mr. Mauer (Mollari) 9 Nov, 2018 @ 3:52pm 
2. a caravan fridge would be cool, though iam using rimfridge mini fridge
Mr. Mauer (Mollari) 9 Nov, 2018 @ 3:50pm 
1. if you build caravan lantern its consuming ressources building but the lantern is not created just empty tile, i rebuilt another on the same tile still empty tile, save and reload nothing there
tr0y 1 Nov, 2018 @ 4:10pm 
Great stuff, We're a tribe of nomads and these wares are the best for a frequent traveller.
We're hoping some industrious craftsman will soon start supplying a portable chiller to go with the genny. A butchering block would be nice as well.
Much obliged.
Satisfied Customers.
Benjamin the Rogue 18 Oct, 2018 @ 6:02am 
I agree, that weight on the refinery and generator really needs to be greatly increased.
D0ckie 18 Oct, 2018 @ 4:22am 
I think it is better to nerf refinery/generator by increasing weight.
That weight doesn't make any sense..
or we can have flexible sunlight generator(mobilize by scroll).

Anyway, thanks for making this mod.
PsyberTrigger 8 Oct, 2018 @ 7:34pm 
Very good foresight with these items! Will try immediately. And thank you.
Horny Rooster 6 Oct, 2018 @ 7:04am 
nice, I will try it