RimWorld

RimWorld

738 ratings
Set Up Camp
5
6
3
3
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
445.422 KB
Apr 28, 2024 @ 7:42pm
1 Change Note ( view )

Subscribe to download
Set Up Camp

Description
Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.

Set up camp, once again²!

Main Features
For all your caravan managing needs, you can now set up camp anywhere. This let's you travel to hunt, forage and mine without having to 'settle' every time.

Summary
Settings:
  • Map size range - how large camp maps will be
  • Leaving timer - when you are forced to leave, set to zero to disable
  • Abandoned camp duration - how long the abandoned camp will block the tile after leaving, set to zero to disable
  • Enable resource - spawns camp maps with resources
  • Enable permanent camps - allows camps to remain on the map when empty
  • Enable caravan/normal events - allows these events to happen on the camp map

It is advisable to use the default settings. Turning off the leaving timer and/or the abandoned camp duration will make this mod vastly more overpowered. You can turn on events if you intend to use camps for longer whiles.

Adjusting the leaving timer setting will affect existing camps in special ways:
  • Increasing the leaving timer will add time to existing camps
  • Decreasing the leaving timer will not affect existing camps
  • Setting the leaving timer to zero will remove the timer from existing camps
  • Setting the leaving timer from zero to non-zero will add a timer to existing camps

Note: Permanent camps allows camps to keep existing if all pawns leave. It does not overwrite the leaving timer, to do that you need to set the leaving timer to zero.
A note about ghost pawns:
If you leave a camp empty, while you have 'permanent camps' on, there will be an empty square in the colonist bar. This seems to be a vanilla feature, not a bug, as the same happens with settlements.

Known Incompatibilities
None - but if I missed something feel free to let me know in the comments

Credits
Originally by Nandonalt (B18)
Re-written by Syrchalis (1.1 - 1.4)

Github link for non-steam users[github.com]

FAQ
Q: Is it save game compatible?
A: Should be safe to add to existing game saves (if there are no active caravans). Like most mods, remove at your own risk.

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: Does camps have Ancient dangers/ Archonexus structures/ Monoliths?
A: No. The camps use the same underlying code as caravan incident maps (like ambushes).

Q: What's the difference between this and ReGrowth: Core?
A: Both mods add campsites for your caravans to stop at. ReGrowth: Core is a fair bit more wide reaching in the systems that it touches and mechanics that it adds. If that's your jam, great! This mod has been a personal staple since the alpha days and I like the simplicity of it (plus, I see Set Up Camp and Camping Stuff as a set of sorts, it'd feel weird to maintain one and leave the other to rot).
Popular Discussions View All (5)
7
Apr 8 @ 11:28pm
Camps remain on map when set to not. Drats!
Kasetsu
7
Apr 20 @ 8:15am
PINNED: Bug Reports
Alias
1
Oct 28, 2024 @ 5:02pm
Vanilla Vehicle Expanded Compatibility
Permy134
124 Comments
VitaKaninen Apr 20 @ 9:35am 
Is the area clear of enemies?
NINELNE Apr 20 @ 8:14am 
Cannot see a reform caravan button when i set up a camp
pgames-food Apr 8 @ 9:56am 
hi for the capturing or claiming part, that should be possible, but im not sure about moving your main base into the new one. (i have about 5 bases, including a few from Real Ruins, but still kept my main starting one), for example here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3451586032

maybe it is just a case of claiming the new one, and then moving what you want from the old one, and then abandoning it? but am not sure, so best to make a full backup of your saves and ludeon folder etc before you try. :)
Nanz Apr 8 @ 8:13am 
I have found a camp so perfect that I would like it to be my new colony, is there any way to convert the camp into a main colony? If not, what would be the differences between the camp and the main colony?
kaputzz Apr 2 @ 5:00am 
I would love this to be compatible with Rimworld Together (A multiplayer mod) but I can only test it.
Sterling Kerman Mar 31 @ 7:52pm 
Is the multiplayer mod still popular? I haven't seen anything about it in a long while. Even so, it isn't very likely that DLL is actually a trojan, as the only anti-malware service that is flagging it out of the dozens being used is one that doesn't have a great reputation for accuracy.
Alias  [author] Mar 31 @ 7:47pm 
Yeah, I don't run any multi-player mods myself so I had mostly kept that around as baggage from Syrchalis' time with the mod. I'm okay with removing it as long as the general user consensus is that the dependency is outdated or not need.
pgames-food Mar 31 @ 2:10pm 
(but you might need to then play while offline so steam doesnt keep trying to update the mod)
pgames-food Mar 31 @ 2:09pm 
hi if the 0MultiplayerAPI.dll is only needed for multiplayer, and the mod can otherwise work without it, maybe you can zap it if you want to play safe in the meantime.

im still using the older version of the mod (but because im still on v1.2 of rimworld) :)
Sterling Kerman Mar 31 @ 1:58pm 
Internet search shows that MaxSecure has a habit of flagging files as trojans even when they're not.