RimWorld

RimWorld

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Visit Settlements
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Mod, 1.6
File Size
Posted
Updated
436.781 KB
27 Jul @ 8:49am
30 Jul @ 1:41pm
3 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:


(Added by Nina for 1.6)
As of 1.6, this mod is incompatible with Vehicle Framework.

I tried:
  • Sending a Bug Report to Vehicle Framework - it went unanswered.
  • Creating several patches of my own, such as:
    - Creating a check for regular caravan AND vehicle caravan.
    - Creating a null check BEFORE entering a settlement.
    - Substituting null values.
    - Ignoring lead vehicle check, which caused the 'base destroyed' bug. This almost worked.
    - Adding another check and another and then another for that check and more and more.
  • Goblin Magic
  • Praying

I have a lot to learn. I did everything I could and spent days trying to fix this. I'm sorry Vehicle Framework enjoyers :(
If anyone has any advice or tips, let me know!


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 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
29 Jul @ 1:59am
Vehicle Framework and Visit Settlements - workaround ?
Jasser_Arrafat
0
29 Jul @ 2:03am
Post Bugs Here
Nina Goblin ♥
42 Comments
Proxy 12 Aug @ 10:48am 
I remember you can take items when leaving the settlement by reform caravan.
Nina Goblin ♥  [author] 12 Aug @ 10:02am 
@Anarcho-Beerdrinker

It looks like this mod more or less does the same things as this one! I think it's vehicle framework compatible, but it might be a little more performance heavy as he mentioned.
Anarcho-Beerdrinker 12 Aug @ 12:45am 
calling out Vehicle Framework right now for not responding, I miss my vehicles D:
watertank 10 Aug @ 6:41pm 
does this work with passenger shuttles introduced in odyseey?
LioTheManlyBadAssHero 10 Aug @ 7:30am 
Fr im sorry as heck that VVE/Vehicle Framework aint working right w it
Nina Goblin ♥  [author] 9 Aug @ 3:15pm 
@thesoupiest Yes!

@тетеря, блин No!
тетеря, блин 9 Aug @ 2:23pm 
reuse «Real Ruins» blueprints 🙏 tons of custom bases mady by hands of real people.
thesoupiest 9 Aug @ 2:18pm 
So we can visit settlements as long as we don't do it via vehicle?
RutraNickers 8 Aug @ 4:37pm 
@Marmot it's written in the description
Marmot 8 Aug @ 11:22am 
quick question, why is this marked as incompatible with vehicle framework?