RimWorld

RimWorld

Almost There! Fork
103 Comments
Ciaran Zagami 18 Oct @ 6:42pm 
Lost my week of colony to a raid, could have probably fought it off if I had everyone available but the trade caravan decided to take a nap one world space away from my colony.

If the devs gave a shit stuff like this would be added in the update instead of crappy overpriced DLC that consists of one stolen mod and 50 bird types.
NOVA 14 Oct @ 3:33pm 
Yes it works now, thank you!
Duztamva  [author] 13 Oct @ 7:51pm 
Strange. try resubscribe this mod, maybe it didn't update in your game.
I will upload update again anyway.
NOVA 13 Oct @ 2:50pm 
Okay I checked in game now and I still seem to have the problem, hmm. I formed a normal non vehicle caravan as well just to check and the non vehicle one did have the "Almost There!" button, but not the vehicle one. Maybe my current game is still using the old version of the mod?
NOVA 11 Oct @ 8:46am 
Oh okay, no problem! I'll go and check if it works now for me soon, if it doesn't i'll let you know.
Duztamva  [author] 11 Oct @ 3:07am 
Forget about it, I figured out what caused this and fixed it, sorry for being dumb
NOVA 10 Oct @ 3:35pm 
No it's a vehicle caravan. The thing is that i used to see it on my vehicle caravans just fine earlier in the playthrough, which is very strange. My mod list is massive, but I will see if I can atleast provide a log.
Duztamva  [author] 10 Oct @ 3:09am 
Regular caravan? Mod list? Any log?
NOVA 9 Oct @ 6:41pm 
For some reason, the "Almost there!" button doesn't appear anymore on my caravans. Any idea why?
Duztamva  [author] 29 Sep @ 2:38am 
I have no idea, especially without log. My mod only adds additional judgments for night rest, and the original judgment will not be changed.
Duztamva  [author] 28 Sep @ 3:09am 
Safe to add and remove
MassiveRockP 27 Sep @ 7:14pm 
Is it safe to add mid play through or nah?
Duztamva  [author] 26 Sep @ 6:12pm 
log?
zukuni289 26 Sep @ 10:31am 
doesnt work
Duztamva  [author] 24 Sep @ 2:35am 
Ah forget that, guys will understand these parameter's effect
llunak 23 Sep @ 8:43am 
Ah, I missed that those are not used. Presumably they should be passed as the tooltip argument to SliderLabeled().
Duztamva  [author] 23 Sep @ 8:07am 
Well that's pretty awkward...... just noticed that "_Description" never appeared actually.
llunak 23 Sep @ 7:36am 
@Duztamva I think we do not understand each other. What I'm saying is, WorldPathGrid_CalculatedMovementDifficultyAt_Patch adds a new translation string "AlmostThereNightFactor", which is not present in Languages/English/Keyed/GameplayCommands.xml in the workshop version of this mod. As said in https://github.com/duztamva/Almost-There-Fork-1.5-/pull/1 , since the git repo doesn't include translations, I could't include it in the PR, and it needs to be added.

You added "AlmostThereNightFactor_Title" and then also added on your own "AlmostThereNightFactor_Description", but not "<AlmostThereNightFactor>Night</AlmostThereNightFactor>".
Duztamva  [author] 23 Sep @ 2:41am 
Sorry, my weird issue, fixed
@llunak added a Night Factor, which can be adjusted to make caravans move slower at night.
Readtext 22 Sep @ 9:05pm 
What's changed? Well, except for the new pop-up error.
Cal 22 Sep @ 10:42am 
Not sure what was changed, but the mod throws an error on load now and the options menu is listed twice.
llunak 22 Sep @ 8:33am 
@Duztamva The current workshop version is missing it. I listed two, you added another, but the mod has only 2.
Duztamva  [author] 22 Sep @ 7:30am 
Added actually, I just forgot to upload it in github
llunak 22 Sep @ 6:56am 
@Duztamva The "AlmostThereNightFactor" translation string is missing.
Duztamva  [author] 22 Sep @ 6:15am 
Night Factor added, default set to 1.0
Duztamva  [author] 21 Sep @ 6:19pm 
Awesome, I'll check
llunak 21 Sep @ 1:54am 
@Duztamva You have a github PR with the night factor change.
Duztamva  [author] 13 Sep @ 2:45am 
Duztamva  [author] 10 Sep @ 4:28am 
Well not yet, but good idea, I'll try to create a git repository later. It would be great if there was a night travel speed rate that players could adjust.
llunak 9 Sep @ 2:44pm 
@Duztamva Do you have a git repository for this somewhere available? I find it a bit cheaty that this allows to rush through the night without any penalty. I think caravans should move more slowly during the night, and think it makes sense to have it as a part of this mod instead of making yet another one.
无终太一 2 Sep @ 4:45am 
去家附近的任务据点绑人.看就这点距离没治疗.结果在距家一格的地方睡觉了 他睡觉了 w(゚Д゚)w
人死的只剩3/2 气死我了
Duztamva  [author] 1 Sep @ 5:38pm 
我不知道,你开个测试档试试?
✪ Homura 1 Sep @ 11:06am 
大佬,这个可以和You Drive, I Sleep一起用吗?现在载具框架晚上不开车了,很难受
SquirrelGoblin 26 Aug @ 5:49am 
... I never noticed that.
Wow.

Thank you, that went completely over my head.
SquirrelGoblin 26 Aug @ 5:28am 
I'll try! Sorry if I missed something :D
Duztamva  [author] 26 Aug @ 3:14am 
@Paprikahörnchen Click "Almost There!" button multiple times
cherry-wave 26 Aug @ 2:49am 
@Paprikahörnchen, it is "never rest" toggle right after "almost there" it does what it says for me?
SquirrelGoblin 26 Aug @ 12:11am 
Hello! Love this mod.
But I'm missing the option to force the caravan to not rest anymore. Any plans to readd it?
Duztamva  [author] 24 Aug @ 12:04am 
Your translation added. Thanks.
Tkhakiro 23 Aug @ 4:43pm 
@Duztamva hello! Thank you for supporting this cool mod! I have made localization into Russian for the current version of the mod:https://drive.google.com/drive/folders/1uvVw4wFrqhW2Pl0TFR1LV7cqK1g3MXZB?usp=sharing
Skyshadow 29 Jul @ 7:18pm 
Weird. Like I said, removing the mod was the only thing that fixed it. I did take a fox form the foxes mod and a dino from the prehistoric mod so maybe it was that?
Duztamva  [author] 28 Jul @ 8:05am 
@Skyshadow Your modlist tested, but i can't help anything since I didn't meet any softlock or other issues during the test. I took 5 tamed animal in the caravan and the caravan left well.
Duztamva  [author] 27 Jul @ 6:39pm 
I'll check after I return home
Skyshadow 27 Jul @ 7:28am 
I made a collection for you. Its awaiting 'approval'. The only thing I could think of is the caravan cooler mod but I wasn't attempting to one when it was glitching, only pawns and animals. Everything is sorted with RImPy
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535886283
Duztamva  [author] 27 Jul @ 4:49am 
May I check your modlist?
Skyshadow 26 Jul @ 9:12pm 
Running into an issue where if I try to add more than 3 animals to caravan it locks the game and requires a restart. Removing this mod cleared the issue for me right away. I do have a bazillion other mods so it could very well be a conflict but no errors come up in the log. The game simply freezes and stops responding.
Duztamva  [author] 26 Jul @ 6:17pm 
能不能看看日志,我好确认下成因
龍林 26 Jul @ 10:56am 
Could confirm that it breaks caravan