RimWorld

RimWorld

1,527 ratings
Caravan Adventures
18
14
4
8
3
11
5
9
2
2
3
3
5
4
4
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.831 MB
27 Jul, 2021 @ 12:56pm
30 Jul @ 1:47am
29 Change Notes ( view )

Subscribe to download
Caravan Adventures

Description
Caravan Adventures aims to transform traveling around the world into a real adventure by providing new features to replace the annoying micromanagement, make traveling more fun and give you a sense of purpose doing so. Quick heads-up, about 25% of this mod's content is the Storyline, which requires Royalty. Everything else can be used without it, don't worry.

TLDR; massive fully modular caravan QOL mod with a storyline that'll keep you busy for a while.

Feedback would be amazing, please join us on discord[discord.gg]
All mod details available in the Mod's Wikipedia[github.com]
Github repo: CaravanAdventures[github.com]

Automatic Camp Setup
  • Settle on tiles by having your pawns set up a camp first, before you even get involved.
  • If you prepared and have enough spacer tent supplies, you will be able to stay in high quality camp sites, if not, ur pawns will divert to make shift materials.
  • Your pawns automatically build enough tents for your individual number of travelers and prisoners. Pawns also choose their tents based on their relationship.
  • Choose to either leave the bulk of most items strapped to your animals or create enough storage tents, so all your equipment is tugged away "safely".
  • Choose to pre-apply basic jobs, like creating a set of fresh clothes, butcher animals or grill some stakes
  • Leave the camp site immediately if you want to, just for the impatient ones
Caravan forming / trading presets
  • Set up 3 presets in mod settings, that allow you to quickly select all items for travel, or create specific trade filters to select all you may want to sell at once.
  • More basic selection options for all items or none
  • Keep the automatic supplies disabled with a toggle, to avoid some lag when it's active every time you open up the dialog
  • Have selected pawns and items on the map automatically enabled in the caravan forming dialog
Mechanoid Bounty
  • Part of the story, but also separately available
  • Hunt mechanoids to receive bounty credits with the faction that called out the bounty
  • Get assistance from said faction on any map you currently have pawns located (they can help engage hostile locations)
  • Hire veteran soldiers for a hefty large amount of bounty credits, which come with alot of experience and you're able to choose some of their traits
  • Purchase valuable items in exchange for bounty credits
  • Improve relations to other factions in exchange for bounty credits
  • Buy bounty credits for a large amount of silver
Immersion - Travel companions
  • Pawns start out disliking the newcomers due to uncertainty and some lack of trust
  • Pawns individually bond with each other over time which can turn the initial distrust into a true friendship
Caravan Incidents
  • More smaller events that do not always have to end in a fight (currently only 1)
Storyline (requires Royalty)
  • A storyline that gives you a reason to travel the world
  • Form a bond with a new faction sharing your troubles on a new world
  • Encounter a dangerous threat that endangers the entire world
  • Fight bosses to claim treasures, learn powerful spells and prevent the end of all living beings
General travel support
(disabled at default, enable in mod settings)
  • auto clean up settlement remains
  • Increase food and silver available for settlements to trade
  • Increase ancient shrine spawns and reward chances
  • Increase skill decay level from 10 to 15
  • Enable a side bar icon allowing to remove letters

(All categories can be enabled or disabled and further configured to your liking in the mod's settings)

Compatibility
CA should generally be compatible with most mods (including CE, Set up camp or other mods adding some sort of night travel feature) so i'll only list known incompatibilities until they're resolved.
To add CA feature-compatibility for your mods in terms of bounty hunting, or excepting races from the travel companion relation feature, check out the wiki linked above.
Incompatibilities
- Allies Spot - messes with vanilla raid spawn system
- VE Igor Invader story teller seems to cause some oddities with story related raids (story related)
- When VE asks to add the new mechanoid faction, best don't add it or ignore it (story related)
- "No Anima Trees" or other mods removing the anima tree (story related)
- Sanguophage Feed Relationships - messes with relations and causes some mods to fail (story related)
FAQ
Can i use this without royalty?
Yes! U'll only miss out on the storyline, but the other 6 major categories are still available.
How can i enter the village???
Check the wiki storyline section[github.com]
Why r so many centipedes attacking the npc village, i only have 3 pawns with sticks???
Check the wiki storyline section[github.com]
Where do the whispers come from???
Check the wiki storyline section[github.com]
Can it be added to an ongoing playthrough?
Yes, but keep in mind that removing/disabling the storyline on an ongoing save is currently experimental. Other mod categories can freely be enabled and disabled and only require a restart to take effect. To remove the mod, backup your saves, enable the mod's debug settings and select "Remove mod (Exp.)". Now save the game and remove the mod. However simply pushing the button and not removing the mod physically is still the best option.
Some issue came up and i wanna reset the story, what can i do?
You can enable the mod's debug mode in modsettings on the top left and reset the storyline using a new button appearing to the right. Don't forget the disable the mod's debug mode afterwards, otherwise events happen way faster and closer.
After installing Vanilla Psycasts Expanded, my gifted pawn lost all his ancient abilities!
Select a pawn without the gift, right click the anima tree, talk to it and transfer the ancient gift to another pawn - and the previously unlocked ancient psycasts with it. Afterwards just transfer them back.

Credits
Artwork:
Artwork and the preview image generously provided by Shakesthespeare, thank you mate, u're awesome!
Portal in Ancient master shrine by gecko-kobold
Shortcut-button icon for forming/trade preset settings by Madman666

Sounds:
Anima tree whisper by zapsplat (zapsplat_whispers.mp3)[www.zapsplat.com]
Earthquake by zatar (zatar_earthquake.mp3)[freesound.org]
slice1 by audione[freesound.org]
slice2 by freefire66[freesound.org]
slice3 by TheBuilder15[freesound.org]
slice4 by Aleks41[freesound.org]

Translations:
ChineseSimplified translation by MZM_GOW and ameki
ChineseTraditional translation by MZM_GOW and ameki
Korean translation by inbae
SpanishLatin translation by Evilservant6

CE Patch by DkPepper
Additional bounty reward configurations for VFE Mechanoids, Alpha Mechs and Integrated Implants by Giltiti
Trailer Video by OttersHoldHands (all credits on YT)
Thanks to the testers who helped to get this mod on the road!
Popular Discussions View All (5)
89
10 Aug @ 5:18pm
Bug reports / Incompatibilities
iforgotmysocks
4
3 Jan @ 11:04pm
How do you use Ancient Coordinator?
Well-trained Alpaca
17
21 Jul @ 12:29am
Suggestion
British89
1,295 Comments
Raith 4 hours ago 
@Frozen_Starfall did you try and contact them via comms console? they have the option to repair relations that way.
Frozen_Starfall 14 hours ago 
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