RimWorld

RimWorld

1,477 ratings
Caravan Adventures
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.827 MB
27 Jul, 2021 @ 12:56pm
11 Jul @ 11:55am
27 Change Notes ( view )

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Caravan Adventures

Description
Caravan Adventures aims to transform traveling around the world into a real adventure by providing new features to replace the annoying micromanagement, make traveling more fun and give you a sense of purpose doing so. Quick heads-up, about 25% of this mod's content is the Storyline, which requires Royalty. Everything else can be used without it, don't worry.

TLDR; massive fully modular caravan QOL mod with a storyline that'll keep you busy for a while.

Feedback would be amazing, please join us on discord[discord.gg]
All mod details available in the Mod's Wikipedia[github.com]
Github repo: CaravanAdventures[github.com]

Automatic Camp Setup
  • Settle on tiles by having your pawns set up a camp first, before you even get involved.
  • If you prepared and have enough spacer tent supplies, you will be able to stay in high quality camp sites, if not, ur pawns will divert to make shift materials.
  • Your pawns automatically build enough tents for your individual number of travelers and prisoners. Pawns also choose their tents based on their relationship.
  • Choose to either leave the bulk of most items strapped to your animals or create enough storage tents, so all your equipment is tugged away "safely".
  • Choose to pre-apply basic jobs, like creating a set of fresh clothes, butcher animals or grill some stakes
  • Leave the camp site immediately if you want to, just for the impatient ones
Caravan forming / trading presets
  • Set up 3 presets in mod settings, that allow you to quickly select all items for travel, or create specific trade filters to select all you may want to sell at once.
  • More basic selection options for all items or none
  • Keep the automatic supplies disabled with a toggle, to avoid some lag when it's active every time you open up the dialog
  • Have selected pawns and items on the map automatically enabled in the caravan forming dialog
Mechanoid Bounty
  • Part of the story, but also separately available
  • Hunt mechanoids to receive bounty credits with the faction that called out the bounty
  • Get assistance from said faction on any map you currently have pawns located (they can help engage hostile locations)
  • Hire veteran soldiers for a hefty large amount of bounty credits, which come with alot of experience and you're able to choose some of their traits
  • Purchase valuable items in exchange for bounty credits
  • Improve relations to other factions in exchange for bounty credits
  • Buy bounty credits for a large amount of silver
Immersion - Travel companions
  • Pawns start out disliking the newcomers due to uncertainty and some lack of trust
  • Pawns individually bond with each other over time which can turn the initial distrust into a true friendship
Caravan Incidents
  • More smaller events that do not always have to end in a fight (currently only 1)
Storyline (requires Royalty)
  • A storyline that gives you a reason to travel the world
  • Form a bond with a new faction sharing your troubles on a new world
  • Encounter a dangerous threat that endangers the entire world
  • Fight bosses to claim treasures, learn powerful spells and prevent the end of all living beings
General travel support
(disabled at default, enable in mod settings)
  • auto clean up settlement remains
  • Increase food and silver available for settlements to trade
  • Increase ancient shrine spawns and reward chances
  • Increase skill decay level from 10 to 15
  • Enable a side bar icon allowing to remove letters

(All categories can be enabled or disabled and further configured to your liking in the mod's settings)

Compatibility
CA should generally be compatible with most mods (including CE, Set up camp or other mods adding some sort of night travel feature) so i'll only list known incompatibilities until they're resolved.
To add CA feature-compatibility for your mods in terms of bounty hunting, or excepting races from the travel companion relation feature, check out the wiki linked above.
Incompatibilities
- Allies Spot - messes with vanilla raid spawn system
- VE Igor Invader story teller seems to cause some oddities with story related raids (story related)
- When VE asks to add the new mechanoid faction, best don't add it or ignore it (story related)
- "No Anima Trees" or other mods removing the anima tree (story related)
- Sanguophage Feed Relationships - messes with relations and causes some mods to fail (story related)
FAQ
Can i use this without royalty?
Yes! U'll only miss out on the storyline, but the other 6 major categories are still available.
How can i enter the village???
Check the wiki storyline section[github.com]
Why r so many centipedes attacking the npc village, i only have 3 pawns with sticks???
Check the wiki storyline section[github.com]
Where do the whispers come from???
Check the wiki storyline section[github.com]
Can it be added to an ongoing playthrough?
Yes, but keep in mind that removing/disabling the storyline on an ongoing save is currently experimental. Other mod categories can freely be enabled and disabled and only require a restart to take effect. To remove the mod, backup your saves, enable the mod's debug settings and select "Remove mod (Exp.)". Now save the game and remove the mod. However simply pushing the button and not removing the mod physically is still the best option.
Some issue came up and i wanna reset the story, what can i do?
You can enable the mod's debug mode in modsettings on the top left and reset the storyline using a new button appearing to the right. Don't forget the disable the mod's debug mode afterwards, otherwise events happen way faster and closer.
After installing Vanilla Psycasts Expanded, my gifted pawn lost all his ancient abilities!
Select a pawn without the gift, right click the anima tree, talk to it and transfer the ancient gift to another pawn - and the previously unlocked ancient psycasts with it. Afterwards just transfer them back.

Credits
Artwork:
Artwork and the preview image generously provided by Shakesthespeare, thank you mate, u're awesome!
Portal in Ancient master shrine by gecko-kobold
Shortcut-button icon for forming/trade preset settings by Madman666

Sounds:
Anima tree whisper by zapsplat (zapsplat_whispers.mp3)[www.zapsplat.com]
Earthquake by zatar (zatar_earthquake.mp3)[freesound.org]
slice1 by audione[freesound.org]
slice2 by freefire66[freesound.org]
slice3 by TheBuilder15[freesound.org]
slice4 by Aleks41[freesound.org]

Translations:
ChineseSimplified translation by MZM_GOW and ameki
ChineseTraditional translation by MZM_GOW and ameki
Korean translation by inbae
SpanishLatin translation by Evilservant6

CE Patch by DkPepper
Additional bounty reward configurations for VFE Mechanoids, Alpha Mechs and Integrated Implants by Giltiti
Trailer Video by OttersHoldHands (all credits on YT)
Thanks to the testers who helped to get this mod on the road!
Popular Discussions View All (6)
73
14 hours ago
Bug reports / Incompatibilities
iforgotmysocks
4
3 Jan @ 11:04pm
How do you use Ancient Coordinator?
Well-trained Alpaca
15
11 Jun, 2024 @ 12:49am
Suggestion
British89
1,201 Comments
Nicoman 17 hours ago 
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?