RimWorld

RimWorld

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CaravanOptions(Temp 1.6)
   
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Mod, 1.6
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324.091 KB
Jul 29 @ 3:19am
Aug 16 @ 3:46am
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CaravanOptions(Temp 1.6)

Description
Original mod by Torann
https://steamcommunity.com/sharedfiles/filedetails/?id=1501729394

Temporary Update for CaravanOption 1.6. All credit is for Torann who did this mod first, i wanted to try to adapt it for 1.6 until he update his official mod. This will be deleted when he will update his mod or if he ask me to. If it does not satisfy you, i can delete it :)

Version 1.6.0
Ever felt like it takes too long to walk across the road to a neighbor village to ask for a cup of sugar? This mod is for you!

Caravan Options adds mod settings that adjust caravan rates applied on the world map:
-Global movement speed multiplier
-Separate movement reductions per road type
-Adjust travel speed bonus for light weight caravans
-Allows movement when caravan capacity limit is exceeded
-Adjust foraging rates
-Allow caravan speed to be determined by the average pawn movement speed

How this mod works:
All variables start with the default game values and there is a reset button if you wish to revert any point.
Mod applies adjustments at run-time with harmony patches, so this mod can be added, removed, or adjust configurations at any point without issues.

Default tile values apply a 50% reduction for all road types - now you can adjust the costs as you see fit. A dirt trail can be adjusted to provide
less of a movement bonus as an asphalt highway.

If a caravan is carrying very little weight, it will travel at an increased speed - this can be adjusted to provide more (or less) of a bonus travel speed.

If a caravan exceeds max carrying capacity, it normally stops dead in its tracks. This can be adjusted to allow caravans to continue to move
above capacity limits, but at speeds below 100%.

Lastly, if you just feel that caravan movement rates are too slow (or too fast), you can adjust a global multiplier to change caravan movement speeds.

All options, or none, can be applied as desired.

All pawn travel speeds, capacity limits, and game behavior is left intact - the mod only adjusts multipliers of existing values, which means this mod is compatible with any mod that adjusts or adds biome speeds, pawn capacities, or new or modified road types.

Also added a french translation. It can have some small bug, tell me i'll try to solves them :)
43 Comments
Impos! Sep 5 @ 8:55am 
Hey I'm trying to make my pawns move faster on the map- based on genes they have.

I have "night strider" from Alpha genes, which makes them move faster at night, and slower during the day ( or in the dark/light), but calculations for "time of day" or light level don't actually seem to be done on the world map.

So this isn't working, at all- and it seems like such a waste of something that should boost my "night time" speed, and have it make sense for them to rest during the day.

Do you have any clue how to fix this? I can't seem to find anything at all for it.
Karma Sep 5 @ 12:32am 
Hey hey! Thanks for the update. I noticed that even though actual travel time is correct - the estimated travel time (when sending) uses the default 1 speed. Makes it harder to estimate needed resources.
Oldasur  [author] Aug 27 @ 11:08am 
@Officer Sexy Yep Vehicule does not count, im just trying to adapt the mod the patch 1.6, i will try to upgrade it for vehicule ( From Vehicule framework right ? ) and use it for the caravan. i dont know about the LAte game of odyssey and what he add, depending on what is now possible i'll try to upgrade it.

but atm i got problem with road and a change a functionnality for the roads
Officer Sexy Aug 26 @ 11:25am 
Ah I see my failure now. Your mod only speed up pawns, but with vehicles the speed will be vanilla.
Oldasur  [author] Aug 24 @ 11:33am 
@Officer Sexy No mod conflict known, Even compatible with "Rim of the Roads", As i saif in a earlier comment, i dont know if there is a conflict with "Caravan Speed". I guess there is because we change the same "value".
The Yellow error is just an old artifcat from one Update i made earlier, it will disappear at the next one :) it doesn't disturb the caravan speed option.
Only the Road speed is broken atm
Officer Sexy Aug 24 @ 3:43am 
Erorrs (yellow):
CaravanOptions: Impossible d'appliquer le patch PatchAll automatique: Patching exception in method null
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
CaravanOptions.Main:ApplyPatchSafely (HarmonyLib.Harmony,System.Action,string)
CaravanOptions.Main:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Officer Sexy Aug 24 @ 2:44am 
Can't get it to work. Options are displayed in mod options, but neither changing it will change something in game nor did I see an option to let the caravan travel in night times.
Some mod conflicts known?
Pax Humanum Aug 22 @ 8:27pm 
Thanks!
-=GoW=-Dennis Aug 22 @ 12:50pm 
Cool, thanks for describing!
Oldasur  [author] Aug 22 @ 12:44pm 
@dennis yes you can force ur caravan to travel, it's not like the mod called "Almost There" , the option is independant for each caravan, and you can choose to do it or not
@]Pax you have the option "Pawn speed matters" ? Strange i did a test recentl and it worked i'll try to see what happen:)