RimWorld

RimWorld

577 ratings
Camping Stuff
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
78.347 MB
Sep 25, 2018 @ 9:38pm
Apr 17 @ 6:11pm
11 Change Notes ( view )

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Camping Stuff

Description
Original mod by Nandonalt[ludeon.com]

Do your colonists really just need a home away from home: like that time the trade caravan got ambushed by a surprisingly useful pirate/ tribute/ organ holder/ future arm chair, or that time that the offsite miners decided that the best way to deal with the absolute horror of sleeping under the stars for a few nights was to stab the nearest muffalo, or the time when your best sniper just lost it and sad wandered into a turret nest? Camping stuff can help! Using groundbreaking open-source technology, this mod adds a portable tent item that creates walls and doors when installed and removes them on uninstall, allowing your colonist to truly experience all that your world has to offer. Talk to your subscribe button about Camping Stuff. Camping stuff: for when the outside isn't inside-y enough. Warning: this mod contains tents, common side effects of tents include: making caravanning more enjoyable, making incident maps less annoying, fewer mental breaks, happier colonists, and capturing that one guy. If you encounter errors, bugs, defects, or conflicts, please seek the nearest bug reporting mechanism at your earliest possible convivence and provide as much detail as possible.

This new and improved version of Camping Stuff has been rewritten from the ground up to make tents more accessible at all stages of the game as well as bring the experience of using tents more in line with how the vanilla game behaves.
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Deployable Tent
Tents consist of several items that must be put together in order to form a deployable tent
  • A tent bag item to hold all of the parts. Items packed in this bag can be removed/ replaced/ upgraded at any time and will be returned to the ground if the bag is destroyed.
  • A tent cover. Each cover (Small, Medium, Large, Long) decides the shape of the spawned tent and the number of tent poles the tent requires.
  • A number of tent poles. These can be created from both woody and metallic materials (or just plain wood logs in a pinch) and can be mixed and matched as desired. Packed poles influence beauty and HP of the tent walls when the tent is installed.
  • Optionally a tent mat can be packed which causes the tent to be installed with a +1 beauty floor (assuming that the install location doesn't already have an existing floor).

Each item is packed into the bag with a right click action, similar to lances or neurotrainer work: with a colonist selected, right click the tent part, select "Pack into bag", and select the bag that you'd like to pack the item into. To install/ uninstall a tent simply click the install/ uninstall button like you would with any other building of furniture item.

Once deployed, tent walls and doors are fairly fragile and most likely won't stop raiders or angry animals. If the walls/ doors happen to be destroyed, they can be repaired when the tent is in the uninstalled by right clicking the tent bag (or the cover if it has been uninstalled).

Item
Cost
Work
Made at
Notes
Tent pole
5 Wood / Metal ea
500 single, 2000 bulk
Smithies (single, bulk), Crafting Spot (single)
Can be used as a melee weapon
Tent bag
25 Fabric / Leather
2500
Tailoring Benches, Crafting Spot
Small cover
100 Fabric / Leather
10000
Tailoring Benches, Crafting Spot
4x5 tent
Medium cover
200 Fabric / Leather
20000
Tailoring Benches
7x7 rounded tent
Large cover
275 Fabric / Leather
27500
Tailoring Benches
9x9 tent with rooms
Long cover
250 Fabric / Leather
25000
Tailoring Benches
9x7 tent

Portable Stove
  • Can be found on Architect/Temperature.
  • Requires 50 steel, 2 components, and 10 chemfuel.
  • A better version of the campfire, but the fuel is chemfuel (holds 10).
  • Can be uninstalled/reinstalled.
  • Can be used to cook all of the same things a campfire does and to heat up spaces.
  • Isn't powered by batteries but requires the electricity research to build.
  • Texture made by user Deon.
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Please report any unusual behavior of any of these objects, especially the deployable tent.
Also, I would like your feedback on balancing so the items aren't so overpowered.

Enjoy!

Ludeon Forums link: https://ludeon.com/forums/index.php?topic=45944
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Credits:
Nandonalt- Original author
Vaniat- Special shout out for getting a b18 version on steam (and not kicking me out of the comments section)
The Rimworld Discord- for being wonderful people
All of the patient people that left kind and supportive comments in my dev blog

Github link for non-steam users[github.com]
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To-Do's:
  • Features:
    • Portable electric cook-top/hot-plate/griddle
    • Chemfuel lamp/lantern
    • Backpacks
    • Fix item list bloat
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Known incompatibilities
  • None - but if I missed something feel free to let me know in the comments
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FAQ
Q: Is it save game compatible?
A: I'm actually not sure: I don't know of any hash collisions so I'm pretty sure you can safely add/ remove the mod with the usual warnings about adding/ removing mods.

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Q: Where do I make these wonderful new things?
A: I added a table above, just for you!♥
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For more camping furniture, check out Caravan Gear by Thom Blair III / Jellypowered
Popular Discussions View All (2)
240
Oct 26, 2021 @ 7:46am
PINNED: 1.1+ Update/ Overhaul
Alias
98
Apr 6 @ 6:52am
PINNED: Bug Reports
Alias
501 Comments
Beowulf99 May 3 @ 3:35am 
@Alias
Thank you :)
тетеря, блин Apr 23 @ 12:07am 
👍🙏
Alias  [author] Apr 9 @ 9:24pm 
1.5 update is progressing nicely (I even managed to sneak in some features, but making sure they don't break existing saves is proving tricky); but it probably won't be entirely ready before release. I'm not expecting any massive delays, probably a weekend or two to get everything buttoned up. (I don't expect it to come to it, but absolute worst case I can throw up a pre-release on github)
Alias  [author] Mar 18 @ 11:46pm 
(ack sorry for the delay; very busy lately. 1.5 update planned)

@jeff_steveng (1/3), There's a few things all at play here between deliberate design decisions and game mechanics, but if there's a general consensus that something needs to change I'll do my best to make it happen (that said, I'm a bit pressed for free time, so it might have to go on the to-do pile while I put out other fires and projects). The mod has always made tents fairly fragile, its the trade off for them being light and portable. I do agree that a stray bullet making a human-sized hole is a bit unrealistic, but at the same time I would very much like to avoid tents being bullet sponges and I don't have a way to make bullets pass through the wall like they would in real life. Tents were meant to be fortifiable and I've always felt like their inherent weakness allows for a "here's Johnny" moment to occur in the narrative.
Alias  [author] Mar 18 @ 11:45pm 
(2/3) I'll admit, the repair mechanic is kind of clunky, part because that's how the mod was originally written and part because that's how textiles are mended in real life (especially given that most tent covers are pulled taught when the tent is struck). The extra work for packing stems from how the game attempts treat tents like a building, before it can be constructed or destructed everything needs to be moved out of the way. It's kind of annoying, but it makes sense so I haven't bothered to go in an change it.
Alias  [author] Mar 18 @ 11:45pm 
(3/3) Long term, I'd like to have a mechanism that allows tents to remember their contents and regurgitate them on deploy, but I haven't quite figured out how I want that to work on realism (when I think about the all the things that could get sucked into the bag, this comedy bit comes to mind) gameplay (would I/ you want to deal with the the extra inventory management complexity of "which tent did I leave my legendary bedroll, the kitchen sink, and the Thrumbo horn in?"), and technical fronts.

I don't want to tell you how to use the mod or play the game; yours is a valid criticism... but as an interim solution, have you considered patching the holes with simple wood walls and mending the next time you move camp?
Alias  [author] Mar 18 @ 11:44pm 
@Dragon Fire 813, Whoops sorry about the miscommunication. For the tent cover, the leather/ fabric does determine the color (and stats) of the deployed tent wall (the material of the pole will also play a part in the beauty and HP of the wall). The game handles floors (terrain) a bit differently so for the time being the tent mat just goes down as a white color (but fixing it to color the floor to match the mat material is high on my to-do list).
jeff_steveng Feb 22 @ 5:18pm 
Cool mod for my nomadic playthrough. Yet I find it annoying that tent walls tend to break easily, such as when my pawns were hunting near them, the missing bullets would leave some holes in the room. The main issue is that if I want to repair a tent, I need to uninstall it, repair it and then install it back. That way, my pawns will try to deconstruct all the furniture I left in the tent during the uninstallation, so I also need to uninstall all my furniture too if I ever want to keep them, and that's a lot of work for me. So is there a way to repair a tent when it's still in the form of a building? That will save a lot of my time.
Dragon Fire 813 Feb 22 @ 11:28am 
Are you referring to just the floors or both?
Alias  [author] Feb 22 @ 10:43am 
@Dragon Fire 813, at the moment no. There were some technical limitations when I originally wrote the code, but now that colored floors are a thing, I need to go back and add the featue.