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I will not add anything like that, because of too much work for smth I would not use.
There is minor downsides to indefinitely paused caravans:
- Caravan pawns do not respect zoning. There is a mod setting for paused caravans though.
- Caravans cost performance. Noticeable? Not for a few paused ones I guess.
So is it a handy solution for your issue?
Probably not. I would prefer a single colonist with all the items/animals parking on the world map really close to my settlement.
For example:
Set up a caravan with 1000 corn.
Leave the map. Forgot something.
Come back. Create new caravan.
SKIP unloading the 1,000 corn.
I know there are ways to do this without mods (restrict hauling & stockpile zones etc). But I would prefer if I could load up my animals with items and have them available to caravan out on short notice if I need to leave immediately. Basically use the animals as additional storage containers that can leave the map quickly.
The pause caravan feature of this mod might be able to do this. But is there any downsides/negatives to have an indefinitely paused caravan?
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.
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)
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
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
Should be fixed.
Thanks for the report.
You are right, seems to be broken.
Will investigate and fix asap.
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.
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'
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.
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.
-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!
- updated to 1.6
- removed "exit immediately" feature, because it is a vanilla feature by now
Pawns that do not have another job already help loading the caravan in vanilla.
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.
There is a mod setting to disable that feature.
Maybe the mod "Injured Carry" is what you are looking for.
See my comment from 25th of August 2023 at 3:45.
Maybe "Just Leave Already" is what you are looking for.
Nope.
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.
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 :)
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.
Basically just the same thing as Caravan Journey Spot but integrated into this mod since leeh already directs people to this.
- 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
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.