RimWorld

RimWorld

1,453 ratings
Caravan Adventures
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
9.005 MB
Jul 27, 2021 @ 12:56pm
May 5, 2024 @ 6:35am
26 Change Notes ( view )

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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)
72
Apr 21 @ 1:41am
Bug reports / Incompatibilities
iforgotmysocks
4
Jan 3 @ 11:04pm
How do you use Ancient Coordinator?
Well-trained Alpaca
15
Jun 11, 2024 @ 12:49am
Suggestion
British89
1,188 Comments
Telescopa Jun 12 @ 6:49am 
thank u very much! that helps a lot :)
iforgotmysocks  [author] Jun 11 @ 1:39pm 
@Battl3bee good question. I haven't had a chance yet to get a rough overview over what the update and dlc will mess with, but with the announced changes, it'll probably hit almost every feature CA added. So please give me some time to update the mod. I'll try to get a couple weeks of work once the dlc releases to get the mod compatible, but don't know if i can get time off around that time.

Regarding the camping feature, i'll check how the new camps actually work and then see if it makes more sense to keep the existing functionality as a separate option or if it makes more sense to move over to the new system.
Battl3bee Jun 11 @ 12:36pm 
Since caravan camps are getting added in 1.6, what are you gonna do with the camping feature?
iforgotmysocks  [author] May 29 @ 11:02am 
@Telescopa you can adjust the value to whatever you like in CA's modsettings in the ancient abilities category. :)

@Numidyum yup! In case the ground consists of mud or water, wooden bridge flooring is placed on top. In which case it would be weird to allow heavy items, so yeah, it also makes sense from a tent floor perspective. If you want to build heavy items, just replace the floor.

@Raith unlikely, sorry.
Telescopa May 29 @ 9:11am 
may i ask where to find the "psyfocus regeneration" in ancient gift? i want to make some modify on it's value
Numidyum May 18 @ 10:12am 
Tent floor doesnt support heavy, is this intentional?
Raith May 16 @ 5:26pm 
say, will you do a version of this based on Anomaly next?
iforgotmysocks  [author] Apr 21 @ 1:25am 
@☁☁☁🔫🐷☁☁☁ some mod conflict. Normally the game wouldn't consider that a valid tile for a settlement.

@Shanzival tried to make them compatible before, but it's a bit tricky. I'll try again when i have some more time for modding.

@Perrydotto hm, if it's a modded tile u can add it to the compatibilitydef that's included in the mods defs folder, u'll find more info on the wiki, those sometimes won't work for the story locations. If it was a vanilla one, it might be some other conflict. You can try to share your log with hugslib.

@Demonic thanks bud, i appreciate it. :)

@Realm Imp hm, i included a heavy charge blaster without a texture for some of the bosses, which would have look weird otherwise, but it shouldn't be obtainable by the player.
Realm Imp Apr 19 @ 12:08am 
There is a weapon on this mod that has no texture when im checking it out on character editor
Demonic Apr 13 @ 11:32am 
I can't believe it took me this long to find this mod. This will never leave my list. I absolutely hated caravaning before this. The whole "can't travel at night" thing is so stupid, especially if you're playing sanguophage. Fixing that alone makes this mod a masterpiece but of course it goes above and beyond.

A way more interesting caravan camping feature than any added by other mods, way better caravan item selection than any before, cool scripted storyline (a little cringey at times but it's still cute) that kinda puts the VE team's new Quest Expanded entries to shame imo, tons of little QOL features for caravaning in general, etc. etc.

Honestly bro, you deserve to be hired by Ludeon for this one, I feel like this is exactly what people want out of a caravan focused DLC.