RimWorld

RimWorld

Auto-assign Inventories on Caravan arrival
27 Comments
Syrus  [author] 1 Nov @ 4:17am 
Checked it to make sure, and pawns will use drugs from the caravan inventory while traveling, at least for scheduled drug use
(tested with Luciferium and Psychite Tea, made sure they were loaded onto a pack animal before the caravan left the map, then set the drugs to be taken 10x a day, the caravaneers immediately started taking them off map)
Syrus  [author] 29 Oct @ 11:36am 
If pawns can't use drugs from the caravan inventory, I could execute the distributing of items on creating caravans as well, I guess...
Marvash Magalli 29 Oct @ 10:32am 
I assumed the same, but apparently they don't... unless it's a weird mod interaction. Ah well, I thought this mod would fix my problem, thanks for correcting me!
Syrus  [author] 29 Oct @ 10:29am 
Hmh...probably won't help you in that case, since this mod distributes the items when a caravan arrives.
I'd have thought that pawns take drugs during a caravan from the overall caravan inventory regardless of who carries them though?
Marvash Magalli 29 Oct @ 1:42am 
Had to stop a caravan cause a pawn who needed to take luciferium loaded it on a random animal instead of stocking it in his inventory as usual... thank you, will give this a try!
SilkMoth 2 Oct @ 7:50am 
no idea too sounds just....stupid.....maybe its a coincidence and something updated breaking pawn behavior sometimes but i cant possibly know wich mod could it be, therefore i can only assume its the only thing i added just now
Syrus  [author] 2 Oct @ 3:49am 
And that's what I don't understand about CE. This mod here is technically speaking very small, it only patches in a pre- and postfix to "CaravanEnterMapUtility.Enter", the prefix looks up what pawns are in the caravan, the postfix executes the distribution. If the prefix is not executed for whatever reason, the postfix won't do anything. If the postfix is not executed, nothing will happen.

The distribution method looks through all pawns in the caravan, checking the "Assign"-tab and drug policy assignments, counting up what each colonist should have.
Then it looks through all inventories of any pawn in the caravan (colonists, prioners, animals), counting what everyone does have.
And finally it distributes the available items as best as possible.

In other words, it only comes into play when a caravan enters a map (spawns into a map).
No idea why it would cause the issues you mention...
SilkMoth 1 Oct @ 1:24pm 
okay seems like theres a conflict with CE. Pawns seem to stand around sometimes trying to merge items all the time and it only happend after i added this mod
Also Jobgiver is giving reload weapon errors making pawns freeze too putting away and taking out their weapon when wielding melee (that too didn't happen before) therefore i suspect this is a mod conflict sadly.
Either way ill be sure to use this mod when i start a run without CE in the near future
SilkMoth 1 Oct @ 10:03am 
@Gerewoatle there's no need to be so mean towards me when i politely asked a simple question about compatility for a mod, also am i one of the ones complaining? why bring that up? yeah sure some loud ass people that don't really know anything about patching just complain about it but its just happens and does not represent everyone playing with ce dammit. People complaing about every god damm mod if something dosent work despite not knowing how much hard work people put into making FREE content for this game for everyone to enjoy
SilkMoth 1 Oct @ 10:03am 
sure ill try it!
however i want to clear up a few things i am not complaining nor am i demanding a ce patch from anyone, i tired doing it myself its quite hard, im also not much of a coder my carrer ended much sooner than id like for less than nice reasons.
I do know that ce used to be REALLY incompatible with almost everything but its not nowdays and there's a huge list of things it works with and more patches are added semi regularly wich is great ofc and the CE team is doing wonders (ofc so are the people who also do them)
Syrus  [author] 1 Oct @ 2:36am 
Take what I say about CE with a grain of salt, I like to ridicule the whole thing with its incompatibilities, especially when people pop into my mods asking about it, but making a mod with such incompatibilities that users of it go to every other mod asking if those are compatible is, tbh, quite annoying.
The issue is on CE's side. I'm not going to put in much work to make anything of mine compatible with theirs.

In all seriousness, though, I see no reason this mod here should not work with CE, but I cannot tell you whether it works for the ammo distribution, that wholly depends on their implementation.
At the same time, there is always a chance CE (or any other mod) breaks some functionality this mod here relies on, unlikely, but not impossible.

Easiest way to find out is to test it with CE and telling us the results :)
Gerewoatle 30 Sep @ 4:50pm 
@SilkMoth - And yet on every mod that covers a relevant category, CE users are complaining about incompatibilities, sudden cessation of function and assorted other errors and issues.

Very compatible indeed.
SilkMoth 30 Sep @ 10:34am 
Honestly Ce nowdays isnt incompatible with everything ever since they were hard at work to patch like most of the new mods too
Syrus  [author] 30 Sep @ 9:33am 
While I'm starting to doubt that even CE is compatible with CE, my guess would be that it is compatible. Does it work for distributing CE's ammo among pawns as required by some setting CE uses to determine who requires what ammo?
No idea. That depends on how CE implements CE's carry ammo requirements. If it uses drug policies or the superior "Assign"-tab, yes, it should work...and mabye be compatible. Maybe.

Test it, tell me the results!
I don't take responsibility for CE burning your house down due to its incompatibility with existence.
SilkMoth 30 Sep @ 8:22am 
is this compatible with Combat extended? So that pawns will carry their own ammo type too? i often have the problem of one pawn hoarding every kind of ammo on themselves so i have to make them drop it and figure out who needs who
Rovstam 13 Sep @ 7:22pm 
So if i just send 4 pawns with just 20 drugs of each they will carry whatever they are supossed to carry?

Is that behaviour compatible/supported with Smart medicine? You can manually set pawns to carry specific drugs, does this work with ammo?
Syrus  [author] 6 Jul @ 11:00am 
Version 1.6.0
No significant code changes
CrazyOwl 30 May @ 4:28am 
Thats a shame... I've been looking for ages for a mod that could make it so that my mechanitors wouldn't pile up all the caravan inventory in their own inventory and spread it to mechs instead.
Syrus  [author] 26 May @ 1:15pm 
No, the intention is only to ensure colonists have what they should have according to the Assign-tab and drug policies, instead of having the items piled on caravan animals or in one person's pockets

It will not move superflous items in colonists's inventories to caravan animals

Since colonists are not slowed down by carrying too much iirc, it does not matter if their inventory is full
CrazyOwl 26 May @ 4:46am 
Does it actually work the other way around? Can you set it so that some materials and items are transfered to pack animals or mechs?
Syrus  [author] 12 Apr, 2024 @ 3:10pm 
Version 1.5.0
No code changes -- tested and appeared to work fine
Syrus  [author] 7 Jan, 2024 @ 1:51pm 
Version 1.4.1
Reduced mod size by removing git-, obj-, & .vs-files
Syrus  [author] 17 Sep, 2023 @ 2:25am 
Don't know if it works with vehicles, I haven't played since they were introduced and it depends on how they are implemented. If you happen to test it, tell me if it works.

Simple Sidearms weapons don't get reassigned, though I was considering looking into writing a patch for it. Not sure how easily it can be done though, since Simple Sidearms has a special way of assigning weapons.
Highlander3787 16 Sep, 2023 @ 9:04pm 
Does this work with vanilla vehicles expanded and simple sidearms? I would love to add this to save time when I go raiding caravans if it does
G~ 25 Aug, 2023 @ 8:49am 
Man, I love the modding community. Thanks for your work, Syrus.
Karmapowered 21 Jun, 2023 @ 8:35am 
Such a nice mod to squish out yet another time-waster in my RW games (especially since I'm rather fond of frequent caravanning).

Thank you very much.
Protok 11 Nov, 2022 @ 5:36am 
Thats smart! I'll take this, thanks.:BZCCPower: