RimWorld

RimWorld

Caravan Formation Improvements
151 Comments
kamikadza13 18 Aug @ 3:39am 
Ty.
Kopp  [author] 18 Aug @ 2:43am 
@kamikadza13
Rw 1.6 did introduce the feature "force caravan departure".
Thats why my "Leave the map now" is not active in 1.6, but in version before.
kamikadza13 18 Aug @ 12:48am 
Oh! So it didn't work with buildings, but it works with Commands...
thank you.
Then such a question. And when does gizmo "Leave the map now" show at all?
I always have a standard "Force caravan departure"
But your icon never (or I didn't get it)
Kopp  [author] 17 Aug @ 3:14pm 
@kamikadza13
If the "translated" textures in your mod have the same file path as the original, then your textures should be loaded (textures need the same names as well).
I guess you are talking about the three textures in Caravan Formation Improvements/Textures/UI/Commands (CFI_ExitHere, CFI_FormHere, CFI_LeaveNow).
I upload them for your, so you can easily change the text.
First time using this hoster, not really sure if safe: https://limewire.com/d/VjtCY#MAdCCIaPyI
kamikadza13 17 Aug @ 2:12pm 
Hi. I would like to translate the icons, but I could only do it for two - CFI_ArrivalSpot, CFI_ExitSpot
because they have a path.
ThingDef[defName="CFI_CaravanExitSpot"]/graphicData/texPath
As I understand it, the rest will not be translated until you, as the author, add this feature.
Can you tell me how to translate the rest of the icons that are in the "Commands"?

I have translated the textures through the patch.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2940426768
Kopp  [author] 14 Aug @ 4:53pm 
@dominicawb
Should be fixed.
Thanks for the report.
Kopp  [author] 14 Aug @ 11:46am 
@dominicawb
You are right, seems to be broken.
Will investigate and fix asap.
dominicawb 14 Aug @ 11:37am 
The caravan exit spot is consistently ignored, no matter what I do. caravan arrival seems to work, is anyone else experiencing this?
Cyberes 25 Jul @ 3:16pm 
Thank you for updating!
Rovstam 22 Jul @ 8:46pm 
Ok my bad if it sounded disrespectful. I'll do what you said.
Kopp  [author] 22 Jul @ 8:16pm 
@Rovstam
How about making a proper report at the correct mod that does not sound disrespectful?
- Reproducible with only the mod loaded?
- If yes, give me steps to reproduce.
- If no, tell me the mod combination that causes the issues and steps to reproduce.
As you wrote it I am not sure what the issues are.
I can load a transport pod and change the tab settings, nothing gets dropped.
I can make a new tab or subcategory with unique weapons.
Rovstam 22 Jul @ 7:26pm 
Editing Caravan Setting drop already loaded items from Drop pods and Shuttle (Odyssey DLC).
That is inhumanly ANNOYING.

Also, subcategories are broken for weapons.
Wanted to make a Sub for "Unique" weapons from a 'New category', but that option doesn't show, only 'Melee weapons'
Naturtok 20 Jul @ 3:42pm 
ahhh fair fair. makes sense!
Kopp  [author] 20 Jul @ 2:48pm 
@Naturtok
This mod does not touch the auto travel supply selection.
Another mod of mine is doing it: Caravan Item Selection Enhanced.
But it just disables the auto travel supply selection. No option.
And since 1.6 it is incompatible with Vehicle Framework.
Naturtok 20 Jul @ 2:37pm 
Hey just verifying the point about the automated travel supply thing, you mean to say that the mod's ability to turn auto-supplies off is disabled, or that the mod automatically turns auto-supply off and there's just no option to change that behavior?
Kopp  [author] 30 Jun @ 2:01am 
@Arganot
Thanks for the suggestions.
As all of the 3 suggestions are about items, I think they would go better with another mod of mine: Caravan Item Selection Enhanced.
Unfortunately I will not add more features until I have time to rewrite that mod...
Your last point about travel supplies selection is already implemented, but not as a mod option. Is is just disabled.
Arganot 29 Jun @ 8:58pm 
Love the mod. Has been making my nomadic life much easier. I have thought of a few things that could it even better:
-Forming a caravan with items selected on a map adds the items to the caravan.
-When delivering requested items by caravan it gives the lowest quality items you have first. Ex. If they want 5 normal assault rifles and you have 5 normal, 1 masterwork, and 3 masterwork on your caravan pawns, it will give the 5 normal rifles every time.
-Mod option to have Auto-supplies turned off. There are other mods that do this, but I see no reason that it couldn't be part of the Caravan Formation Improvements kit especially as an optional.

Thank you for the 1.6 update!
BLAZE_WRAITH 24 Jun @ 1:52pm 
finally was able to find a mod like this. thank Gork
Muad'dib 11 Jun @ 2:05pm 
@lalulu there is a couple of mods that gives a better breakdown of the tasks. Loading the caravans falls under hauling task. If you use one of those mods you'll see an option normally called 'transport' which I put as a 1 for ALL my pawns which means when a caravan is being formed every single person in the colony will instantly drop everything and load caravans.
Kopp  [author] 11 Jun @ 12:15pm 
v1.0.11 (RW 1.6 only):
- updated to 1.6
- removed "exit immediately" feature, because it is a vanilla feature by now
Kopp  [author] 24 May @ 1:29pm 
@lalulu
Pawns that do not have another job already help loading the caravan in vanilla.
lalulu 24 May @ 12:17pm 
So many features but all i want is that all haulers in the colony would help with hauling goods to the caravan instead of just the ones that will travel.
Svela 8 Apr @ 12:04am 
Oh, BTW, raiders will kidnap your Force Downed pawns just fine. And once a pawn has been picked up the gizmo can't be used again to get them back up, the only option being for you to use dev mode to delete the "pretend to be downed" hedif. Otherwise said downed pawns will be taken off the map.
Svela 8 Apr @ 12:01am 
@Schmidt There is also the mod "Down For Me." It creates a gizmo that any capable pawn can use, forcing them to be downed which allows them to be picked up, rescued, or otherwise treated like they are incapacitated. I specify "capable pawns" because it will not work on pawns who are experiencing mental breaks or are already downed due to other means.

One thing to keep in mind is that it can make certain situations trivial since you can simply force a pawn down and then back up to avoid man hunters or bugs/raids. However, I feel that is more of a feature than a problem as it is up to the player to decide when to use the gizmo. If you want to exploit it go for it, but if you want to RP it then more power to you.
Kopp  [author] 14 Mar @ 8:17am 
@Alison
There is a mod setting to disable that feature.
Alison 14 Mar @ 7:35am 
Can I make it so the traveling direction of my caravan on the world map (when the caravan leaves the local map) is unaffected by where the exit spot is set, like vanilla does?
Kopp  [author] 8 Feb @ 1:13pm 
@Schmidt
Maybe the mod "Injured Carry" is what you are looking for.
Schmidt 8 Feb @ 10:48am 
Is there any way to force a pawn to be carried? Once I have a prisoner that could walk but his movement was 20%, slowing the entire thing
Luv N Hugz |UwU| 12 Nov, 2024 @ 9:47pm 
@Kopp Read and understood!
Kopp  [author] 12 Nov, 2024 @ 9:42pm 
@Luv N Hugz |UwU|
See my comment from 25th of August 2023 at 3:45.
Luv N Hugz |UwU| 12 Nov, 2024 @ 9:31pm 
Any potential for vehicles compatibility? If not that's fair, they're probably complicated. <3
D-Glad 6 Nov, 2024 @ 5:26pm 
I can't believe I need a mod to do any of this stuff, it seems so basic.
MaX ScouT 3 Nov, 2024 @ 2:32pm 
My saver. When i looting Real Ruins, take all what i can take before someone kick my ass (Steal and Run, like a kobold), my pawn... sniffing all base, before they go. This mod real save my nervous system
Kopp  [author] 11 Oct, 2024 @ 12:56pm 
@McLets
Maybe "Just Leave Already" is what you are looking for.
McLets 11 Oct, 2024 @ 12:09pm 
@Kopp do you know of any mod that would make retreating faster? I'm sick and tired of my pawns sitting around while being shot and stabbed.
Kopp  [author] 7 Oct, 2024 @ 4:10pm 
@McLets
Nope.
McLets 7 Oct, 2024 @ 3:57pm 
Does this mod allow colonists to retreat without gathering, say, during a massive invasion?
Kopp  [author] 17 Jul, 2024 @ 7:16am 
@Veylox
1. Then go complain at caravan journey spots mod.
2. Stop talking trash about a mod.
If there is issues caused by the mod, report them properly. Then the author can fix it.
If there is compatibility issues, report them properly. Then the author can evenutally fix it or tell people to not use in combination with mod XY.
But "horrendous mod", "messes with AI so bad", "this mod manages to make caravans even worse" is just rude.
And you did not even test if it is caused by the mod at all.
That kind of behavior isn't even worth a response, lucky for you that you got one.
Kopp  [author] 17 Jul, 2024 @ 6:20am 
@Veylox
I honestly dont know what you are talking about...

- This mod never stated that you can leave from your base. You can leave from the map edge. No teleportation.
- When exiting a quest map:
* When there is not threat left, you can do "reform caravan" on the world map, which then instantly makes a caravan on the world map, pawns dont need to leave the map. That is vanilla.
* When there is still a threat, there is the green color at the map edge, where you can leave manually. The mod does not change this.

If you think the mod is causing issues, load ONLY the mod.
Test your case. Do a proper report. Then things can be fixed.
Otherwise fck off dude :)
SP4RTAN 14 Jul, 2024 @ 7:43pm 
@kopp I'm dumb. I honestly forgot that the caravan hitching spot was a vanilla thing. Whoops
Kopp  [author] 14 Jul, 2024 @ 4:14pm 
@SP4RTAN
Not sure if I got you.
From reading the description of the linked mod, it adds a spot where caravans leave/enter the map.
My mod has this feature as well. Before the latest update only manually per caravan, now with a default spot as well.
You said "formation spot":
Vanilla has the "caravan hitching spot". Caravans will form there. Animals are gathered there and so on.
That is what you are asking for, isn't it? A formation spot.
With my mod you can then use the gizmo "select formation spot" to change it as often as needed. E.g. loading stuff from distant stockpiles.
SP4RTAN 14 Jul, 2024 @ 2:14pm 
Sorry if this has been asked before but could you add a formation spot as well? The manually selected spot would take priority similar to the arrival and exit spots.

Basically just the same thing as Caravan Journey Spot but integrated into this mod since leeh already directs people to this.
Kopp  [author] 13 Jul, 2024 @ 2:49pm 
v1.0.10 (RW 1.5 only):
- added two new buildings: Arrival and Exit Spot
*found in the misc tab; appearance can be disabled in the mod settings
*priority is as following: manually assigned spot for a caravan > built spot > vanilla
- fix: hovering over gizmo "next caravan member" now points to downed caravan members as well
- new translation strings
Kateye 27 Jun, 2024 @ 9:48am 
@Kopp have you considered using something like an area zone and then only choosing map edge tiles that are within the zone if possible? No need to actually build something then.
Nightfish 22 Jun, 2024 @ 12:51pm 
Ah, okay. That's too bad but of course I don't know what the actual code looks like. If it's possible to add this in the future: amazing. If not, thanks for the mod as it is :)
Kopp  [author] 22 Jun, 2024 @ 12:00pm 
@Nightfish
No, it needs to be done per caravan.
I have not found a good way to place a spot/building on the map edge.
Maybe I will give it another try sometime in the future.
Nightfish 22 Jun, 2024 @ 11:31am 
Is it possible to permanently set an "exit spot" and an "arrival spot" for caravans? From the description I was expecting something like the "party spot" in the base game except this would have to be really close to the edge of the map and caravans would leave from or arrive there. If this is supported by the mod, I'm too dumb to see how to do it.
Eugene_of_Theodoro 29 May, 2024 @ 4:39pm 
Thank you, this is so fucking useful
Jack of All Worlds 18 May, 2024 @ 12:23pm 
No, I mean if I have another caravan on another map that enters combat on that map, the caravan forming on my home map won't form. I don't know if it is a mod conflict or not. RimWorld 1.5.4085 rev545. I think I've narrowed it down to a mod conflict with either Common Sense or Run and Gun but am working on trying to find the precise issue via log.
Kopp  [author] 18 May, 2024 @ 11:21am 
@Jack of All Worlds
Without a log I dont even know which RW version you are on.
I used 1.5.4069 for my tests.

First problem:
Not sure what you mean with "combat starts", I guess you mean your caravan forming colonist gets attacked/shot at.
Works fine on my end:
Colonist is bringing roped animals to the map edge. Enemies start shooting, roped animals get unroped and flee. After the shooting is over and animals calmed down, they walk to the map edge by themselves.

Second problem:
Colonist assigned to work type "handle" can unrope animals, they will even do it automatically. Just tested it when arriving on the home map.
If "rope on arrival" is deactivated (and you restarted the game after changing mod settings) animals do not get roped on arrival in my test.

=> I cant reproduce the issues, it seems to work fine on my end.
If the issues persist with just this mod loaded, I need the exact steps to reproduce the issues.
If its a mod conflict, please tell me the conflicting mod.