RimWorld

RimWorld

Caravan Adventures
1,202 Comments
iforgotmysocks  [author] 4 hours ago 
@Nicoman yeah, that may be an idea to allow it to cure addictions faster. I may give that a try when i have some time. Thanks!

@Wednesday u're welcome. Lemme know if any issues pop up. :)

@Max Pendragon thanks, glad u're enjoying it!

@lieyingyes not something i'd invest a lot of time for to code or patch the pawn generation, but i can check if there is a quicker way when i have time.
Nicoman 12 Jul @ 9:51am 
Regarding the ancient protective aura. I feel like it should also do something about addictions. I mean, it improves almost any aspect of a pawn. Including healing permanent wounds, raising consciousness, and healing ability. Yet it does nothing to help a pawn once addicted to a drug. I could imagine it would / should help the pawn get over an addiction faster. Removing the addiction completely seems OP to me, but some kind of help getting over it would be reasonable.
iforgotmysocks  [author] 11 Jul @ 12:08pm 
Things to be improved soon:
- i'll try to use heavy bridges instead of generating solid ground when deep water is in the way of creating a camp
- when calling reinforcements via the bounty hunting functionality in space, they currently don't behave correctly, will investigate
- landing on ancient shrines with the grav ship is currently possible, when the shrine was discovered beforehand which is not intended. Due to a bug in vanilla this is currently possible, but will likely be fixed. Landing with the grav ship shouldn't be possible, as it exposes the player to hostile reinforcements for too long, in case the grav engine requires multiple days until it can launch again

If you find more things, that need to be fixed or improved, let me know please. :)
iforgotmysocks  [author] 11 Jul @ 12:02pm 
Hey everybody, CA's update v1.8 includes compatibility with RimWorld 1.6, as well as fixes for 1.5. I tested most of the mods's components with Odyssey quickly, but thorough testing will likely uncover more things that need fixes or improvements. If you find any issues, please let me know. Thank you! Support for 1.5 will be limited to major bugfixes going forward.

For the full list of patch notes, check out the change notes.
Wednesday 11 Jul @ 11:59am 
Nice, tnx for the update o/
iforgotmysocks  [author] 11 Jul @ 11:14am 
@тетеря, блин just finishing up, should be ready soon. :) A few minor things will need to be improved later tho.
тетеря, блин 11 Jul @ 9:59am 
1.6? 🙏
Max Pendragon 8 Jul @ 3:02pm 
Just started using this mod, and it's been pretty great so far. I like the interaction with the other faction a lot.

Although I gotta say Odyssey is gonna make the ability to speedrun traveling something a lot more people have, I really think it's worth it to experience everything here, even if that means taking it a lot slower.
lieyingyes 1 Jul @ 3:40am 
Can you get rid of the reinforcements' shield packs? They're blocking half of the reinforcements' firepower.:steamhappy:
iforgotmysocks  [author] 29 Jun @ 8:09am 
@Marshin4512 then you may have to go back into CA's mod settings and enable all the mod categories again, that you want to play with. The remove mod button disables those. Without the story feature active, the story won't continue. Restart your game after and then you can load your savegame again and pick up where you left of.
Marshin4512 29 Jun @ 7:37am 
Hi, great mod so far, i just wantes o ask, how long does it take for the final fight quest to show up and i accidently pressed the remove mod button but reenabled evrything and returned to an earlier save, will this affect the game?
iforgotmysocks  [author] 28 Jun @ 2:21am 
@Wednesday thanks, it's looking decent so far, one issue left that i'm working on. However i might still wait for the dlc to release before updating the mod on steam, as the dlc might break a bunch of stuff again.

@black01791 that's rather strange... that def should always be included, no matter what other mods u use. What version of the game are you playing? Maybe try redownloading the mod again.
Wednesday 27 Jun @ 1:31pm 
I do hope its easier to update than you expect
thanks for this amazing mod, I never reached the end of the questline, but I love so much the mechanics, the first quest and the faction leader xD
black01791 17 Jun @ 10:33am 
Hi, I get Error messages pop out in loading this mod to almost vanilla:
Failed to find CaravanAdventures.Expansions.ExpansionDef named ExpRimedieval. There are 0 defs of this type loaded.
Failed to find CaravanAdventures.Expansions.Settings.ExpSettingsDef named ExpRimedievalSettings. There are 0 defs of this type loaded.

I didn't load any medieval mod and really confused about those medieval key words. Plz help, thanks a lot!
Telescopa 12 Jun @ 6:49am 
thank u very much! that helps a lot :)
iforgotmysocks  [author] 11 Jun @ 1:39pm 
@Battl3bee good question. I haven't had a chance yet to get a rough overview over what the update and dlc will mess with, but with the announced changes, it'll probably hit almost every feature CA added. So please give me some time to update the mod. I'll try to get a couple weeks of work once the dlc releases to get the mod compatible, but don't know if i can get time off around that time.

Regarding the camping feature, i'll check how the new camps actually work and then see if it makes more sense to keep the existing functionality as a separate option or if it makes more sense to move over to the new system.
Battl3bee 11 Jun @ 12:36pm 
Since caravan camps are getting added in 1.6, what are you gonna do with the camping feature?
iforgotmysocks  [author] 29 May @ 11:02am 
@Telescopa you can adjust the value to whatever you like in CA's modsettings in the ancient abilities category. :)

@Numidyum yup! In case the ground consists of mud or water, wooden bridge flooring is placed on top. In which case it would be weird to allow heavy items, so yeah, it also makes sense from a tent floor perspective. If you want to build heavy items, just replace the floor.

@Raith unlikely, sorry.
Telescopa 29 May @ 9:11am 
may i ask where to find the "psyfocus regeneration" in ancient gift? i want to make some modify on it's value
Numidyum 18 May @ 10:12am 
Tent floor doesnt support heavy, is this intentional?
Raith 16 May @ 5:26pm 
say, will you do a version of this based on Anomaly next?
iforgotmysocks  [author] 21 Apr @ 1:25am 
@☁☁☁🔫🐷☁☁☁ some mod conflict. Normally the game wouldn't consider that a valid tile for a settlement.

@Shanzival tried to make them compatible before, but it's a bit tricky. I'll try again when i have some more time for modding.

@Perrydotto hm, if it's a modded tile u can add it to the compatibilitydef that's included in the mods defs folder, u'll find more info on the wiki, those sometimes won't work for the story locations. If it was a vanilla one, it might be some other conflict. You can try to share your log with hugslib.

@Demonic thanks bud, i appreciate it. :)

@Realm Imp hm, i included a heavy charge blaster without a texture for some of the bosses, which would have look weird otherwise, but it shouldn't be obtainable by the player.
Realm Imp 19 Apr @ 12:08am 
There is a weapon on this mod that has no texture when im checking it out on character editor
Demonic 13 Apr @ 11:32am 
I can't believe it took me this long to find this mod. This will never leave my list. I absolutely hated caravaning before this. The whole "can't travel at night" thing is so stupid, especially if you're playing sanguophage. Fixing that alone makes this mod a masterpiece but of course it goes above and beyond.

A way more interesting caravan camping feature than any added by other mods, way better caravan item selection than any before, cool scripted storyline (a little cringey at times but it's still cute) that kinda puts the VE team's new Quest Expanded entries to shame imo, tons of little QOL features for caravaning in general, etc. etc.

Honestly bro, you deserve to be hired by Ludeon for this one, I feel like this is exactly what people want out of a caravan focused DLC.
Perrydotto 13 Apr @ 1:10am 
Unfortunately I get a map generation crash when trying to enter the village spawned by the quest. It's on a normal Tundra tile so I don't think I am experiencing the impassable tile problem maozi had, but I am also not sure how to read the log file exactly. Lemme know if there is anything you can point me towards that I can post to help with the issue.
Shanzival 11 Apr @ 5:42pm 
Is it possible to get the set up camp option available with a vehicle caravan? Otherwise I have to separate people out and run into the occasional issue of some of my inventory disappearing just so that I can get this mod's special camps set up.
☁☁☁🔫🐷☁☁☁ 9 Apr @ 9:16pm 
I have encountered a map generation crash when entering the village,probably because the village was located on an impassable map tile——I checked the log and it says "Couldn't find a cell to spawn pawn "
So i tryed another Mod WorldEdit 2.0 changing the impassable map tile to another type and luckly it worked !
iforgotmysocks  [author] 28 Mar @ 4:16pm 
@HRG164hjo i added that patch to stop the VE popup for the story faction to show up, that asks if it should be added or not. They might have changed something. The error can be ignored. Will add it to my todo list.

@scorpion that doesn't make much sense. Would have to be a very weird compatibility issue. CA doesn't touch kids or the growth moment mechanic.
HRG164hjo 27 Mar @ 9:18am 
hello, i just subscribed this mod and started a new save, then i got a log about CaravanAdventures.Patches.Compatibility.VFECoreFriendlyFactionDetectionPatch.ApplyPatches, this patch seems not functioning well, please check it when you have free time
scorpion 25 Mar @ 7:50am 
After adding Caravan Adventures to an existing save, it introduces a bug during children's Growth Moments. Opening the Growth Moment screen causes FPS to drop to 0 and introduces ~10s of input lag. It's impossible to select passions because of the delay introduced cancelling any clicks after they're entered. If this happens with 0h remaining on a growth moment, it will softlock your save.

Caravan Adventures must be fully removed through the mod options menu and then removed from the modlist to resolve it.
Umbra 20 Mar @ 1:44am 
Any chance that the "night travel" mechanic could be moved under "General travel support", instead of it being under Caravan camping & Caravan Improvements in the mod options? I'd like to use that mechanic it without enabling caravan camping. Even if it cannot be done, thanks for your consideration.
(^0v0^)OriginalOwl 17 Mar @ 5:36pm 
Ah okay, thank you :)
iforgotmysocks  [author] 17 Mar @ 1:04pm 
@(OriginalOwl) thanks, i added that patch to stop the VE popup for the story faction to show up, that asks if it should be added. They might have changed something. The error can be ignored. Will add it to my todo list.
iforgotmysocks  [author] 17 Mar @ 1:02pm 
@Nicoman @Bored looks like i forgot an attribute that stops a building to be loaded, when the Biotech isn't installed, yeah. Will fix at some point, should be save to ignore tho. No dlcs are required.
Nicoman 17 Mar @ 12:30pm 
Just like Bored a couple of comments below mine, I get some red error:
Failed to find any textures at Things/Building/Misc/Genebank/Genebank while constructing Multi(initPath=Things/Building/Misc/Genebank/Genebank, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
I have the base game, as well as the Royalty and Ideology expansions.
EDIT
Found out I was missing the Biotech DLC. After installing Biotech, all errors were gone. So dear autor, you shoud state somewhere, that at least Royalty, Ideology and Biotech are required for this mod to work without errors.
(^0v0^)OriginalOwl 17 Mar @ 2:50am 
I posted an error log on github, as my hugslib share thing gave a 401 error
nO$wukks 14 Mar @ 8:16am 
Thats a shame man. Hopefully you come up with a workaround. Love your mod.
iforgotmysocks  [author] 7 Mar @ 11:17pm 
@johnforrest i think u got the wrong mod, mate, no "upgrade events" here.

@星宫萤雪 yeah, mod settings don't support localization right now. Don't have the time to move them all to localized files. But if somebody wants to do that and create a pull request for it, i wouldn't mind.

@nO$wukks attempted to make them compatible, but it turned out to be rather tricky and i didn't have the time. Might take a look again when i have some more time.
johnforrest 6 Mar @ 1:00pm 
Do mechanoid upgrade events take the place of normal bad events like raids or are they in addition to?
星宫萤雪 4 Mar @ 7:27am 
Most language packs cannot translate mod settings due to lack of interfaces. Can we update keyed for them?
nO$wukks 16 Feb @ 2:40am 
Hey, so I cant use your set up camp feature when in a vehicle caravan. Either wheeled vehicle or helicopter using vehicle framework. I checked your page but couldn't find any incompatibility. Help?
Medio 13 Feb @ 11:21am 
@iforgotmysocks first of all, thanks for answering! Yeah, the thing is that i wanted to live the story on a medieval setting because it´s fantastic. Too bad, still, the only mod that i miss on my medieval overhaul games!
Bored 9 Feb @ 4:06pm 
Throwing some red errors referencing genepacks and stuff
Garlic 9 Feb @ 6:11am 
I already did that, but thanks! Maybe with Vanilla Social Interactions Expanded since it also has best friend feature? I'll try to test it in next week and let you know if I find anything.
iforgotmysocks  [author] 9 Feb @ 2:26am 
@Garlic hm, i never had a problem with it, even with a high number of colonists, but if you have a large mod list, it might be a factor. You can turn the feature on and off as you like in ca's mod settings. :)
Garlic 8 Feb @ 3:22am 
I like trusted mate and true friend feature. But I have 50 colonist and it causes lag when I look at their social tab or try to edit them via character editor mod. I don't think I can limit how many they can make friends, so I guess I have to turn it off, sadly.
iforgotmysocks  [author] 1 Feb @ 12:57am 
@Medio when rimedival is used, insects will become the primary hostile faction instead of mechanoids. The bosses and story isn't adjusted, so doesn't make too much sense yet, but you no longer need the mechanoid faction in your game.
Medio 31 Jan @ 1:26am 
Great mod! I enjoyed it alot, specially the Quest which made me this mod my favourite one... but with Medieval Overhaul i cannot enjoy it now. Would it be too much to ask for a version for medieval playouts, using Hive instead of Mechanoids? Thanks in advance and keep up with the good job!
decom70 20 Jan @ 9:32pm 
On my second attempt, I managed to prevent the questgiver from running in and killing herself, and succeded the quest. Thanks!
TheRealLemon 18 Jan @ 3:09pm 
Thank you!