RimWorld

RimWorld

Caravan Adventures
1,295 Comments
Raith 3 Sep @ 2:45pm 
@Frozen_Starfall did you try and contact them via comms console? they have the option to repair relations that way.
Frozen_Starfall 3 Sep @ 4:31am 
After I became hostile with the bounty faction, the quest to find the shrines no longer appeared. I waited for a year but still found no new clues , even after I used dev to set relationship to allies.
ggfirst 29 Aug @ 9:35pm 
Also, regarding the anima tree I had from the very beginning of the game:
The timeline was that I bonded with it after the first or second quest,
when the message popped up and I received the Ancient Gift (?).
As I mentioned before, I accidentally stopped the quest system,
and now the anima grass no longer grows and I cannot interact with the tree (the connector).
Maybe it is stuck in the same bug as well.

Should I cut down this tree and use dev mode to spawn a new one,
so that I can have a “clean” anima tree that corresponds properly with the quest mechanics?
ggfirst 29 Aug @ 9:35pm 
@iforgotmysock Oh, thank you! I will try that.
Do you mean that I should manually click [The Story; which is basically default X (off)],
turn it on again, then exit debug mode and restart RimWorld (or reload the save file),
so that The Story mod will appear again?

Which means, in a new save file, The Story mod is basically on by default.

However, if something happens and The Story mod stops working in a save file,
I should do [Enable debug mode > press {The Story} > restart the game],
and then The Story mod will start working again. Is that correct?
Raith 29 Aug @ 9:02pm 
also is there a slider or option to increase the strength of the special mechs inside of the huge shrines? kinda wanna try and fight them at the level of a VOID associate
Raith 29 Aug @ 8:58pm 
question; is the initial settlement supposed to be destroyed? the one that spawns as part of a quest with the massive horde of mechanoids.
iforgotmysocks  [author] 29 Aug @ 6:13pm 
@逆天者习近平 a ranged weapon bonus was never intended. Some "ancient gun" knowledge, that somehow renders a gun to magically shoot faster doesn't make much sense. xD

@Triel yup.

@Anker setting up camp at adjacent maps to questmaps would probably be the smarter move.

@ggfirst u'll have to return to CA's modsettings and reenable all categories, that you want to use. The story should then trigger again, when the story category is enabled and you restartet the game. If not you can try to "reset story" button in debug mode, but disable debug mode afterwards, as it accelerates events and spawns them very close.
ggfirst 29 Aug @ 5:06am 
I started a new campaign with this mod.
And Somehow ACCIDENTLY used debug mod and pressed the [Remove Mod] button,
(I was testing what mod was causing my certain bug, since I recently added this mod newly)

And the quests, and the Anima tree stuff got removed, I thought everything, quest, award
were reseted, so I decided to re-active the mod via Debug mod, and did exactly as [Some issue came up and i wanna reset the story, what can i do?] But new quest won't pop up.
Is it correct? or does this function malfuction time-to-time?
I really want the quest to pop up agian
Anker 28 Aug @ 1:43pm 
The new camps are nice. I wonder if there's a way to set up one of these pre-fab camps at a quest site- The Vanilla Expanded quests have some huge areas that you're expected to stick around in for a while to chip away at, and setting up camp there makes sense. (Though I suppose a camp on a neighboring tile would also be passable.)
Triel 24 Aug @ 11:29am 
Does this work if you abandon your colony? Also have you seen the mod 'walk the world'? I think theres a lot of potential for integrations
iforgotmysocks  [author] 24 Aug @ 8:27am 
@Reel hm, the plan was to add some more down the line, but i currently don't have any great ideas for good events and i'm not sure if i'd have the time for it currently.
Reel 23 Aug @ 11:52am 
What are the plans regarding more caravan incidents?
逆天者习近平 23 Aug @ 12:19am 
plz add ancient gift range attack speed(range attack cooldown) boost
逆天者习近平 22 Aug @ 5:58pm 
Very thank you
iforgotmysocks  [author] 22 Aug @ 2:59pm 
@逆天者习近平 there should be a setting in CA's ability mod options to disable the limitation, that the ancient gift can only exist on a single pawn.

@GFreenD hm, on rare occasions the pawn may run into a map corner and may be easily overlooked, haven't tracked that issue down yet. If the pawn doesn't spawn entirely, it may be some compatibility issue. However if you wait long enough, the event should progress anyway.
逆天者习近平 21 Aug @ 11:31pm 
i add ancient gift to pawn. using charcter editor
caravanadventures_ancientgiftremonved message
how to solve it?
GFreenD 17 Aug @ 6:48am 
the very first quest you get to rescue a friend when i get there there is no npc to talk to just random ones walking around that you cant interact with (tried reloading multiple times still the same outcome)
iforgotmysocks  [author] 7 Aug @ 11:38pm 
@健太郎大冒险 that's not related to CA. The faction's ideology has the ultratech weapon limitation. Only beam weapons are ultratech, so they spawn primarily with those weapons. Can happen to vanilla factions just the same. You can adjust their ideology in dev mode. :)
健太郎大冒险 6 Aug @ 11:13pm 
Thank you for this great mod! I have been playing with Caravan Advantures since 1.6 with gravship and it brings a new taste.
However where is an issue due to the newly added spacer weapon Beam repeater from Odyssey, many hunter faction pawns somehow only equip with Beam repeater, causing them great disadvantage vs Mechanoids since it only does heat dmg..

Would you please fix the weapon preset of the hunter pawns so that they no longer equip beam repeater? Thank you!
隐居者 4 Aug @ 4:26am 
1.6 Operation team enters the steong hold generated by the GodSlayer,black screen flash and retrats
Margera 3 Aug @ 4:41am 
translate plsss
тетеря, блин 1 Aug @ 5:02pm 
🙏
iforgotmysocks  [author] 1 Aug @ 5:00pm 
@тетеря, блин then that's best reported there. :)
iforgotmysocks  [author] 1 Aug @ 1:00pm 
@Jewtin hm, that seems to happen sometimes, but i've never been able to identify what mod incompatibility may cause it. You can disable the whisper sound in CA's mod settings in the story sub-category. There's a checkbox for it.

@Anonimase that's... indeed interesting. xD There should be other caravans until the quest has been accepted. If you don't wanna wait, you can reset the story enabling the debug mode in CA's mod settings and then using he "reset story" button. But disable the debug mode again after the caravan spawns.

@тетеря, блин ah, i'd need more info on that. Do you know under what circumstances those appeared? Mechanoids aren't affected by temperature normally. Any mod that changes that?
Jewtin 31 Jul @ 7:32am 
The anima tree won,t stop shrieking even after the quest :steamsad:
Anonimase 31 Jul @ 4:45am 
I have a very random bug happen, if the first quest giver dies and then becomes a shambler, the shambler will have the quest marker
тетеря, блин 30 Jul @ 4:38pm 
couple of red errors, main menu:

Config error in CABossMechDevourerBody: no parts vulnerable to frostbite
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
...
Config error in CACrystalScytheBody: no parts vulnerable to frostbite
UnityEngine.StackTraceUtility:ExtractStackTrace ()
...
https://gist.github.com/HugsLibRecordKeeper/5a9338cf8c0f453f565af951ec548404
iforgotmysocks  [author] 30 Jul @ 8:09am 
@Raith apologies, skipped over that one it seems. Not sure yet to be honest. CA took quite some time to write and i don't have a lot of time these days. I'd love to do a mix of anomaly/horror/alien and odyssey/space lore, there is tons of potential, but yeah, no clue if or when.
Shawamba 30 Jul @ 3:52am 
@iforgotmysocks got it, thanks for the reply!
iforgotmysocks  [author] 30 Jul @ 2:10am 
Update 1.8.3 is up, fixed the popup window upon a story start not actually saving selections made and a few other things, check out the change log.
iforgotmysocks  [author] 30 Jul @ 2:09am 
@Shawamba the errors about the outfit stand and kid outfit stand are related to vanilla, as they were changed to no longer be minifiable as that destroyed the equipped gear. You can ignore them, the errors should only pop up once.

Can't tell you much about the other messages, they're also not related to CA.
Shawamba 29 Jul @ 5:26am 
Hello @iforgotmysocks, thanks a lot for the mod. I'm not sure if this issue is actually related to this mod but I'm a noob and it seems to be the only one I see mentioned in the text. I'm not getting any errors on game load, but when loading my save I get the below about OutfitStand and KidOutfitStand. I also get a bunch of "Could not find think nod with key xxxx" but I think that may be an issue from needing to switch to Hospitality Continued.

https://gist.github.com/HugsLibRecordKeeper/2a9f3c1feca87492913dec3835b22a30

Any help would be greatly appreciated!
iforgotmysocks  [author] 29 Jul @ 1:17am 
@Lambert the log would be helpful, if you read the first 2 sentences, u'll see that that's just an info error i'm generating. The real error happened before this one.
Lambert 28 Jul @ 8:08pm 
Creating the sacrileg hunter faction failed due to some incompatibility. Error above.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
CaravanAdventures.CaravanStory.StoryUtility:EnsureSacrilegHunters (System.Nullable`1<RimWorld.FactionRelationKind>,bool,bool)
CaravanAdventures.CaravanStory.StoryWC:WorldComponentTick ()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
iforgotmysocks  [author] 28 Jul @ 11:24am 
@тетеря, блин ah, thanks. Looks like it doesn't get saved via the pop up dialog. You can set the option in the mod's story settings as well, there it'll get saved. Thanks for the report.
тетеря, блин 28 Jul @ 7:31am 
for some reason show the same introductory message even if "don't show" is ticked.
Nathaviel 28 Jul @ 3:45am 
@iforgotmysocks Yeah, I tweaked with things to found out. Still weird I just have...stacked abandoned settlement though as you can't really camp on a settled tile usally.
iforgotmysocks  [author] 28 Jul @ 3:02am 
@Nathaviel leave immediately won't create an abandoned camp marker, and you can remove abandoned camp markers once a day automatically, when you enable the option in CA's "General travel support" modoptions. :)
Nathaviel 27 Jul @ 10:35pm 
Apparently I am too stupid for this mod lol

So I set up camp right? It works, magicall have a map full of honestly better settlement than my main one. Then my stupid brain can't comprehend how to exit so I just form caravan to go somewhere else. I saw the camp became a new settlement and I don't like it so I Abandon it, creating an abandoned settlment.

Then my neuron firing up, seeing this shouldn't be right so I read up the guide, found where I went wrong, and I sent my caravan there again to camp thinking it might clean it up. This time I pack up....but not leave immediately. I am confused so I had to leave again using form caravan and abandon it again...creating DOUBLE abandoned settlement in the same tile somehow.

....I haven't test leave immediately option because I fear it will just make a third abandoned settlment somehow
Raith 27 Jul @ 3:29pm 
gotcha, sounds good so far. btw will you be doing any other mods similar to this one eventually?
iforgotmysocks  [author] 27 Jul @ 6:39am 
@Soaryn ツ thanks!

@Raith both work separately. So if you wanna use the vanilla feature, u can, but if you want to create an actual CA camp with prebuilt tents, you can do that too.

@Captain Rex glad you enjoyed it. :)
Soaryn ツ 27 Jul @ 4:35am 
Yeah, I forgot to save the log :/ If I get the error again I'll send it to you
Raith 26 Jul @ 11:30pm 
question; how will camping work? there's a camping feature in rimworld now, so will this overwrite the code for that or will the camping feature improve the current one?
iforgotmysocks  [author] 26 Jul @ 9:12pm 
@Soaryn ツ hmm, the log would help to at least know if it's something that i can fix or if the error needs to be addressed by the mod you mentioned. :)
Soaryn ツ 26 Jul @ 7:56pm 
Hey, I got a error from this while trying to generate a story pawn. From the logs it sounds like a conflict with Medical System Expansion 2.
Captain Rex 26 Jul @ 9:47am 
This mod is amazing! i really hope to see a sequel or another storyline from you in the future! Congrats on this Dev!
fr0 25 Jul @ 2:45pm 
Nope, I don't think there were any errors. Thanks for the response!
iforgotmysocks  [author] 24 Jul @ 11:52pm 
@fr0 that's quite odd. Yeah, you can open the Mod's story settings, there is a button to reset the apocalypse, which should then stop. If it doesn't there is a toggle "Apocalypse enabled". Go ahead, disable that, and then press the "Reset apocalypse" button again.

Leaving that disabled will lead to the apocalypse not starting if you play the story again, so you may want to change it back.

Did you receive any errors when you killed the ancient coordinator and got the 5th psycast?
fr0 24 Jul @ 6:04pm 
I finished the main quest but "Encroaching Apocalypse" is still active and getting worse. Can I remove it via dev mode?