RimWorld

RimWorld

Caravan Activities Framework [Discontinued for now]
91 Comments
Bambaryła  [author] 19 Jun @ 11:13pm 
@Girlfailure
we'll see what Odyssey / 1.6 brings and it may be restarted - no promises
Girlfailure 19 Jun @ 7:30pm 
Shame to see this was discontinued, really feels like it should be in base game.
Bambaryła  [author] 21 Jan @ 8:21am 
@pathetic muffin
you and me both. it works in 1.5 though. mostly.
pathetic muffin 20 Jan @ 12:31pm 
i really miss this mod
Bambaryła  [author] 25 Dec, 2024 @ 12:49am 
there's no outcome defined to spawn a quest, you have a readme in the folder
Seti 24 Dec, 2024 @ 1:46pm 
tried using the site def as an outcome, doesnt work, tried using quest def as an outcome, doesnt work
Seti 24 Dec, 2024 @ 12:52pm 
hi! im working on a quest mod and was wondering if I could use your framework to make an outcome that spawns a site?
Bambaryła  [author] 1 Nov, 2024 @ 12:26am 
yeah it does that
Rents_Due 31 Oct, 2024 @ 7:34pm 
Seems to be broken if your caravan has animals in it. Pawns only is fine but any animal throws an error
Exception filling window for CaravanActivities.Dialog_CaravanActivity: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6E2E9CA2]
Bambaryła  [author] 30 Oct, 2024 @ 4:39am 
have fun bro, feel free to share you activities in the discussions :)
Gekonius 30 Oct, 2024 @ 1:47am 
Doesnt work. Well, ill just stick with meat/leather and to simulate multiple "rabbit" catches. Once im home ill try this (to catch between 0-4 rabbits):
<...>
<goodOutcomes>
<lowmeatoutcome>50</lowmeatoutcome>
<lowmeatoutcome>50</lowmeatoutcome>
<lowmeatoutcome>50</lowmeatoutcome>
<lowmeatoutcome>50</lowmeatoutcome>
</goodOutcomes>
<...>

<CaravanActivities.OutcomeDef>
<defName>lowmeatoutcome</defName>
<items>
<Cow_Meat>25</Cow_Meat> [Cow_Meat, cuz im using Optimizatiom: Meat mod]
<Lightleather>16</Lightleather>
</items>
</CaravanActivities.OutcomeDef>
Bambaryła  [author] 30 Oct, 2024 @ 12:07am 
@Coconut
there are no mod options, sorry

@Gekonius
I'd wager it's because Corpses are derived items (not defined in the XMLs) try <contains:Corpse> instead of specific hare and see if that works
Gekonius 29 Oct, 2024 @ 11:53am 
another question
i tried changing hunt outcome from meat to dead animals, but sadly game crashes on me once it finishes. Any idea if its even possible?

<CaravanActivities.OptionDef>
<defName>lowriskhunt1</defName>
<label>Short hunt for rabbits.</label>
<negativeOutcomeChance>1</negativeOutcomeChance>
<minSkillLevels>
<Shooting>3</Shooting>
</minSkillLevels>
<requiredTimeInDays>1</requiredTimeInDays>
<goodOutcomes>
<lowmeatoutcome>100</lowmeatoutcome>
</goodOutcomes>
<badOutcomes>
<colonistInjuryhuntlow>100</colonistInjuryhuntlow>
</badOutcomes>
</CaravanActivities.OptionDef>

<CaravanActivities.OutcomeDef>
<defName>lowmeatoutcome</defName>
<items>
<Corpse_Hare>1</Corpse_Hare>
</items>
</CaravanActivities.OutcomeDef>
Coconut 29 Oct, 2024 @ 6:54am 
Isn't working for me, likely mod incompatibility but I have no idea which mod is causing this to not work. Also no mod options available in the menu, is this supposed to be unchangeable from the mod options tab?
Bambaryła  [author] 26 Oct, 2024 @ 7:51am 
@Gekonius
no, but you could add more-people'd variants via XML easily
Gekonius 26 Oct, 2024 @ 7:29am 
is there a way to increase outcome yield based on how many people do the task?
Bambaryła  [author] 16 Sep, 2024 @ 11:22pm 
@Lurmey
bigger risk is more % removed from the given tile. Risk is injury, death and waster raid.
Lurmey 15 Sep, 2024 @ 12:01pm 
How does clearing pollution work? Does it only affect the one map tile it's done on or do the higher risk options affect a larger area? What is the risk?
Bambaryła  [author] 5 Aug, 2024 @ 9:55am 
@KiTA it's because the way the framework works is that you specifiy where something is supposed to happen, so you can just add those biomes by name, but I am not working on this mod rn
KiTA 5 Aug, 2024 @ 8:49am 
So odd question, on some extended biomes (Bamboo Forest from Edo I think is the one I'm looking at right now, or Outland's Toxic Forest) the only options I have are pollution and mining -- Foraging / Hunting / Logging isn't an option. Could those options be made more universal, or is there a specific reason why they aren't an option in non-vanilla biomes?
Bambaryła  [author] 15 Jun, 2024 @ 1:09am 
@Akronyhm
thanks bro, i responded to your pull request
Akronyhm 14 Jun, 2024 @ 7:41pm 
I looked into the errors that were thrown when driving a vehicle on the map.
I had to decompile the dll's to access the codebase, it appears that the patch that you commissioned from Temmie is the culprit.

It looks like the "Vehicle Framework" changed some variable names around, and as a result the patch/mod is unable to find the "PathFollower"-component on the vehicle caravan object...

I recompiled the DLL with the correct property names using dnSpy and the mod started behaving like it was supposed to again (atleast insofar it relates to driving vehicles on the map)
Ben'wah 30 May, 2024 @ 11:22pm 
yeah that tracks for most of the mods im looking at. thanks for letting me know tho
Bambaryła  [author] 30 May, 2024 @ 11:20pm 
@Chris Ben'wah
it has some issues but it works
Ben'wah 30 May, 2024 @ 6:32pm 
i understand you didn't code this, and its recompiled to 1.5 but just to be safe, theres nothing inherently wrong or nonfunctional about this, correct? Should still function?
Bambaryła  [author] 21 May, 2024 @ 2:06am 
@Seti
no idea, i didnt code it
Seti 17 May, 2024 @ 2:11am 
btw have an issue where using this mod with vehicles the game starts log spamming errors, do you know what could be causing it?
Belhun 25 Apr, 2024 @ 10:10pm 
@IslandPotato thank you for mentioning it is when there is an animal with the caravan, iv just assumed it never worked because i allways have an animal lol. Been going Crazy trying to figure it out
Bambaryła  [author] 11 Apr, 2024 @ 10:26am 
Recompiled for 1.5
IslandPotato 5 Mar, 2024 @ 3:36am 
@ Bambaryła no worries, thought I would just highlight the issue
Bambaryła  [author] 4 Mar, 2024 @ 11:07pm 
@IslandPotato
noted I can't really do anything about it :|
IslandPotato 4 Mar, 2024 @ 2:59pm 
Also realised that I can't remember the last time I failed an activity and had a bad result... Will do some testing and see if that is also to do with animals being present

*edit - Did some testing - can fail when I don't have animals on us for theft. But I can't seem to fail "Help Activity" no matter which difficulty, or if I have animals or not
IslandPotato 4 Mar, 2024 @ 2:19pm 
First of all, love the mod!

I found what I presume is a bug - I can't Mine, Forage, Cut Trees or Remove Pollution when there is an animal present in the caravan. Is this possible to fix, or is it a limitation of the mod?
Bambaryła  [author] 17 Feb, 2024 @ 5:07am 
@AutumnLight
I didn't code it
AutumnLight 17 Feb, 2024 @ 2:50am 
Short question, do you want me to do a bit of code splitting for you? or is there a specific reason hwy its all in a single file?
Bambaryła  [author] 16 Feb, 2024 @ 1:38pm 
@AutumLight
link in the description
AutumnLight 16 Feb, 2024 @ 10:38am 
Thank you!
Bambaryła  [author] 15 Feb, 2024 @ 10:44am 
@AutumnLight
I will put it on GitHub on the weekend
AutumnLight 15 Feb, 2024 @ 5:57am 
Or would you like me to debug it*
AutumnLight 15 Feb, 2024 @ 5:27am 
Do you have a build using debug logs I could use?
AutumnLight 15 Feb, 2024 @ 5:26am 
Helping seems to work, the issue is related to the spawning of world objects
AutumnLight 15 Feb, 2024 @ 5:17am 
I have the same incompability issue, could Almost there break the setting up of the camp?
Exception filling window for CaravanActivities.Dialog_CaravanActivity: System.NullReferenceException: Object reference not set to an instance of an object
at CaravanActivities.Dialog_CaravanActivity+<>c__DisplayClass4_0.<DoWindowContents>b__0 (Verse.Pawn p) [0x00017] in <942ace05036e4b93a910cfa4511fe4f0>:0
at System.Linq.Enumerable+WhereListIterator`1[TSource].GetCount (System.Boolean onlyIfCheap) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.Count[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00029] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at CaravanActivities.Dialog_CaravanActivity.DoWindowContents (UnityEngine.Rect inRect) [0x0041b] in <942ace05036e4b93a910cfa4511fe4f0>:0
at (wrapper dynamic-method) Verse.Window.Verse.Window.InnerWindowOnGUI_Patch0(Verse.Window,int)
.....
Bambaryła  [author] 12 Feb, 2024 @ 2:59am 
you are welcome
kaczorski 12 Feb, 2024 @ 1:02am 
Awesome mod! Thank you :)
Bambaryła  [author] 6 Feb, 2024 @ 9:21am 
@PrometheanExile
thanks i will fix that :)
PrometheanExile 6 Feb, 2024 @ 9:02am 
Activities.xml in the vanilla folder has <Slate>20~50</Slate> for the theft low reward which results in the reward being 20-50 slate tiles. Not blocks not chunks straight up slate mountain tiles.

The actual line should be <BlocksSlate>20~50</BlocksSlate> if you want it to give slate blocks.

Also I'm not seeing any issue using the mod alongside Almost There. SetUpCamp also works fine
Bambaryła  [author] 5 Feb, 2024 @ 12:40pm 
@Kaz
@inVinoVeritas

can you show some screenshots on the discord or imgur? everything works fine for me so it's kinda hard to pinpoint
Kaz 5 Feb, 2024 @ 10:15am 
I love the concept of this mod but I'm getting the same results as others here where many of the options simply do not work. The menu option appears but the only button that works is cancel. I have a large mod list but the only caravan mods in my list relate to traders, caravan UI and animations for caravans. So I don't believe these would interfere.

Any ideas?
Bambaryła  [author] 14 Jan, 2024 @ 6:40am 
@InVinoVeritas
do you have any other caravan mods? might be some incompatibility
InVinoVeritas 14 Jan, 2024 @ 6:22am 
I can't seem to get this one to work, unfortunately. I try to gather resources or food, and nothing works on the Explore screen UI except to reform Caravan.