RimWorld

RimWorld

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Visit Settlements
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Mod, 1.6
File Size
Posted
Updated
444.049 KB
27 Jul @ 8:49am
6 Sep @ 8:05pm
5 Change Notes ( view )

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Visit Settlements

Description
This is an update of alt4s mod:


Allows caravans to visit friendly settlements.



Have you ever wondered why you have to attack a settlement just to pay them an in-person visit? Do you dream of living a semi-nomadic lifestyle traveling from settlement to settlement? Do you just want to stop by a friendly settlement once in a while on a long trip? Well look no further!

This mod adds the ability to directly enter settlements without having to attack them. Not only that, you can also interact with these settlements, rent rooms and trade supplies with them.



  • Enter settlements without attacking them using a gizmo.
  • Reform caravans from the settlement in the world view.
  • Penalties for theft, encroaching, mining and vandalism on settlement property.
  • A dedicated settlement interaction menu where you can rent beds for a set number of days and trade various supplies with them.
  • Raid events and food drops for settlers so they don't starve.
  • A highly configurable settings menu where you can adjust almost every aspect of this mod.



Q: How do I enter settlements/How do I exit settlements?
A: Buttons!



Q: How do I interact with the settlement?
A: Right click on any friendly pawn in the settlement. There should appear a dedicated menu if you don't have settlement interaction disabled.

Q: How do I stop friendlies from stealing my food?
A: Put them in a stockpile inside their base!

Q: How can I prevent my items mixing up with settlement items when reforming a caravan?
A: Put them in your colonists' inventories before reforming.

Q: Can I attack them when entering peacefully?
A: Sure!

Q: Why are tribals receiving food in drop pods?
A: It's totally just their gods blessing them.

Q: Q: Performance?
A: Mostly negligible (from my testing)



Q: Can I translate this?
A: Of course! There's a dedicated languages folder.

Q: I have a bug report!
A: You can post it in the dedicated discussion! Make sure to provide logs and give a run down of what happened before the bug occurred.



This mod is compatible with:

Likely compatible with most other mods, including custom factions. Some mods (like RimCities) use a different gizmo for entering a map. The gizmo this mod adds will not overwrite it. It might still show up in the available gizmos, however it won't cause any issues.




As with any mod there is a risk, however should be safe to add mid-save, inadvisable to remove mid-safe, however if you really need to make sure you're not in a settlement.

Note: if you're getting errors on map load and if you were in a settlement before the migration update and didn't have a chance to migrate use https://github.com/alt44s/Visit-Settlements-Migration-Build (or search up "Visit-Settlements-Migration-Build" on GitHub if the link gets deleted)



  • When using this with Vehicle Framework, entering a settlement in a helicopter or similar vehicle, reforming and trying to launch the caravan with animals will cause the caravan to split and leave any animals behind.
  • Entering a settlement has a chance of spawning you in a cave formation, so be aware of that when entering with aerial vehicles.
  • When reloading into a previous save where you were in a settlement, you might get a "Base Destroyed" notification. The current workaround is to reload the same save again, which prevents the defeated check from triggering.

Integrated Translations:
  • Spanish - Ferchu
  • French - petit slimy

Github Source[github.com]


Please report any bugs, but note that as I don't actively mod, I may not be able to address them all.

(Original Creator's Ko-fi)
[ko-fi.com]

This work is licensed under CC BY 4.0[creativecommons.org]
Popular Discussions View All (3)
10
9 Aug @ 8:13pm
Getting a solid 0.4-0.6 harmony patch, am I doing something wrong?
Birdinmotion
1
9 Oct @ 11:16am
PINNED: Post Bugs Here
Nina Goblin ♥
63 Comments
fyodord 12 hours ago 
Do our items actually not mixing up with settlement items now? It's what made me uninstalled this mod despite neat ideas.
LordBeef21 15 Oct @ 11:58am 
PRAISE TO SMASH PHIL, AND NINA GOBLIN, ENSURERS OF COMPATIBILITY AND RIGHTEOUSNESS!
Nina Goblin ♥  [author] 13 Oct @ 11:24pm 
@Blues Drive Amelia Yeah, don't make a pacifist steal stuff :steamhappy:
Ano 13 Oct @ 9:53pm 
Dang, I thought I could visit a hostile base so I don't have to worry of them having wallhacks and now attacking where I am
Blues Drive Amelia 13 Oct @ 8:10pm 
A faction became hostile to my colonist when he was stealing stuff inside a closed room and then he could no longer leave the room. There was an option to melee attack the doors but unfortunately my colonist was incapable of violence. Could there be some solution to this made? >.<
veoba 12 Oct @ 2:51pm 
From VF page: - Added compatibility for Visit Settlements
Foxy 27 Sep @ 12:44am 
the mod is very good thanks
AllyJamy 19 Sep @ 11:55pm 
@Nina Goblin If there are performance concerns maybe make it an optional toggle? Thanks for your hard work.
FkYoSht 19 Sep @ 8:58pm 
Bet. Thanks gang :ily:
Nina Goblin ♥  [author] 19 Sep @ 3:42pm 
@FkYoSht Oh shoot! Or use any vehicle from any Vehicle Framework mod because it works again! You can enter the map with a vehicle and bring all your stuff or take whatever you buy (or don't buy :slimetabby:). Shuttles and vehicles, yaaaay!