RimWorld

RimWorld

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Caravan Formation Improvements
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.672 MB
Feb 2, 2023 @ 8:33am
Jun 11 @ 12:12pm
12 Change Notes ( view )

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Caravan Formation Improvements

Description
A few features that should help forming/managing a caravan.



Features:
  • Change the caravan formation spot: Essential if your caravan needs to load stuff from stockpiles that are not close to each other. Let them load stuff at a spot, then switch the spot.
    This can be done either while being in the "form caravan" dialog (new button "set a spot" at the bottom, next to "send") or per gizmo.

  • Select a exit spot: Sometimes you may want your caravan to exit at a specific spot
    This can be done either while being in the "form caravan" dialog (new button "set a spot" at the bottom, next to "send"), per gizmo or per building "exit spot".

  • Select a arrival spot: Select a spot for your caravan where it should enter the map.
    This can be done when you are on the world map and tell your caravan to enter a settlement/temporary map (the map needs to be created already). The dropdown menu will have a new option called "enter at specific spot". Or per building "arrival spot".

  • Pause the caravan formation: Helpful when the caravan can not safely exit the map or when your pawns need to get their mood improved before leaving.
    This can be done per gizmo.

  • Leave immediately: Mostly everything is loaded, but one unnecessary item on the other side of the map is missing. Your pawns are close to a mental break. Just tell them to leave now.
    This can be done per gizmo.
    Only for RW1.5 and below, since 1.6 it is a vanilla feature

  • Next caravan member: Clicking on that gizmo will jump to the next caravan member and select it. Hovering is pointing to every caravan member.
    This can be done per gizmo.

  • Rope on arrival: If set to true, animals will be roped on arrival if they would not otherwise. So if there is no available pen, instead of running free, the mod tries to bring the animals to a hitching spot. If that fails, it will rope the animals to the ground. Mod default is true.
    Mod setting.

  • Rope when caravan gets paused: If set to true, animals roped by a pawn are roped to the ground instead of running free when the caravan formation gets paused. Mod default is true.
    Mod setting.

  • Distance to next ropeable animal: When roping a animal, pawns check if in the radius of 10 cells there is another animal to rope. Mods default is 20 cells.
    Mod setting.

  • Maximal animals to rope at once: When gathering the caravan animals, pawns can collect 10 animals at once. You may want to increase that number. Mods default is vanilla.
    Mod setting.

  • Cancel caravan confirmation: If set to true, there will be a confirmation window if you click the vanilla gizmo "cancel forming caravan". Mod default is true.
    Mod setting.

  • Dont add newborns to caravan: If set to true, animals that are born during caravan formation are not automatically added to the caravan which leads to all animals getting unroped.
    Mod setting.

  • Mod defines exit tile: If set to true, the mod defines on which side of the map the caravan will be spawned on the world map.
    If you are heading to the north, but set the exit spot for this caravan to be south, the caravan should be spawned south of your map on the world map.
    Mod setting.

  • Default caravan arrival/exit spot: Mod setting to enable/disable. Priority for defining the arrival/exit spot of a caravan is as following: Manually selected spot per caravan > exit/arrival spot building > vanilla.

  • Pawns respect their assigned zone when formation is paused: Mod setting. Disabled by default.

  • Downed pawns and ropeable animals are brought simultaneously to the exit spot: Mod setting. Disabled by default.

  • Gizmos can be disabled: There is a section in the mod settings to disable the ones you do not need.



Performane:
Performance should be absolutely no problem, since mostly all of the code runs only once when you use one of the gizmos or when a caravan leaves/arrives at a map.
I checked the impact using "Dubs Performance Analyzer", but please tell me if you experience otherwise!


Limitations:
When the caravan includes downed pawns and you change the exit spot when they are already brought to the map edge, the downed pawns will be automatically removed from the caravan.
Furthermore there seems to be a vanilla bug where it might happen that downed pawns are left behind at the map edge when the caravan leaves the map.

Roping on arrival: Animals are getting roped to the spot where they entered the map if there is no pen/hitching spot, but pawns assigned to handling will try to unrope them. So make a hitching spot or a pen before they do so, so the animals are brought there.

Not every gizmo can be used at all times. If you can not use them at the moment, they are disabled (greyed out).


Compatibility:
  • Probably not compatible with mods that do the same/something similar.
    I am only aware of "Caravan Journey Spot" by leeh and "Caravan Entry Spot" by Cocock which are doing something similar and are probably incompatible.

  • There is a patch for Boundary Training by Owlchemist integrated so that animals that have learned 'boundaries' will not be roped to the ground.

  • Vehicle caravans introduced by Vehicle Framework by Smash Phil:
    You can use both mods, but my mod only applies to the vanilla caravans.

  • Tell me if you find something else.


Bug reporting:
Please dont tell me "it does not work".
Tell me which feature did not work in which circumstances, post a hugslib log and, if possible, tell me how to recreate the problem/error.


Adding/removing from save:
Should be absolutely no problem. You may get a red error after removing which is harmless.


Else:
Source of the mod is included.

Credits and Thanks to:
Ratzinger for beta testing and giving feedback.
Brrainz for Harmony.
Dubs for Dubs Performance Analyzer.
Marnador for the RimWorld font, used in the preview pictures and for the gizmos.
Tynan and Ludeon for RimWorld. Some of the textures/parts of the previews are modified versions of vanilla textures.

License [creativecommons.org]
136 Comments
Kopp  [author] Jun 30 @ 2:01am 
@Arganot
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.
Arganot Jun 29 @ 8:58pm 
Love the mod. Has been making my nomadic life much easier. I have thought of a few things that could it even better:
-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!
BLAZE_WRAITH Jun 24 @ 1:52pm 
finally was able to find a mod like this. thank Gork
Muad'dib Jun 11 @ 2:05pm 
@lalulu there is a couple of mods that gives a better breakdown of the tasks. Loading the caravans falls under hauling task. If you use one of those mods you'll see an option normally called 'transport' which I put as a 1 for ALL my pawns which means when a caravan is being formed every single person in the colony will instantly drop everything and load caravans.
Kopp  [author] Jun 11 @ 12:15pm 
v1.0.11 (RW 1.6 only):
- updated to 1.6
- removed "exit immediately" feature, because it is a vanilla feature by now
Kopp  [author] May 24 @ 1:29pm 
@lalulu
Pawns that do not have another job already help loading the caravan in vanilla.
lalulu May 24 @ 12:17pm 
So many features but all i want is that all haulers in the colony would help with hauling goods to the caravan instead of just the ones that will travel.
Svela Apr 8 @ 12:04am 
Oh, BTW, raiders will kidnap your Force Downed pawns just fine. And once a pawn has been picked up the gizmo can't be used again to get them back up, the only option being for you to use dev mode to delete the "pretend to be downed" hedif. Otherwise said downed pawns will be taken off the map.
Svela Apr 8 @ 12:01am 
@Schmidt There is also the mod "Down For Me." It creates a gizmo that any capable pawn can use, forcing them to be downed which allows them to be picked up, rescued, or otherwise treated like they are incapacitated. I specify "capable pawns" because it will not work on pawns who are experiencing mental breaks or are already downed due to other means.

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.
Kopp  [author] Mar 14 @ 8:17am 
@Alison
There is a mod setting to disable that feature.