RimWorld

RimWorld

Auto Caravan Equip (Autoseller Extension)
149 Comments
Annana May 20 @ 4:21am 
I think i might be doing something wrong because if i add pawns on "apply to personel" they appear when clicking on test but not when forming the caravan, and if i add them on "caravan" they appear as they should. This way i cannot add items per pawn. Can anyone help? Thanks in advance
kanid99 Apr 21 @ 12:46pm 
Has anyone got this working with Vanilla Vehicles caravans ?
Sigourney Weaver in Alien4 Jan 15, 2024 @ 9:23am 
I found this mod and realized I had to install auto seller... which I didnt plan on using but I watched to instruction video and will probably use it, too. I wish there was a similar video for this here... thanks for the mod in any case
Just Dec 28, 2023 @ 7:55am 
@kohonac, I just have created a guide related to caravan's load, dependent on how many Pawns are included. Mb it will be useful: https://steamcommunity.com/sharedfiles/filedetails/?id=3124918022
Just Dec 28, 2023 @ 6:24am 
@Torres, it somehow compatible with SRTS.
All rules work, but the proper steps need to be done to assign everything.
https://imgur.com/a/U6MVrQI

1. Click "Load launch group"
2. You can see, that "Process Last" items are already in the list. But no items, related to colonists (because no colonists are assigned)
3. Click "Reset" and assign some colonists. Click "Cancel".
4. Reopen the menu with "Load launch group"
5. Now you have all items queried for loading.
??. If you don't reset on step 3 and simple reopen the Launch menu, then your items "Process Last" will be doubled.
Just Dec 28, 2023 @ 6:15am 
Hi Supes,
wondering if compatibility with "Vehicle Framework" is planned...
https://steamcommunity.com/sharedfiles/filedetails/?id=3014915404
Dirmagnos Nov 1, 2023 @ 8:24am 
Does not seem to work properly in my game.
https://imgur.com/a/wsyePkZ
Only takes wood with caravan.
Torres Jan 23, 2023 @ 1:22pm 
Is this compatible with SRTS? I just want to load specific medicines and equipment for raids or mining trips in my ships.

thx in advance
dunno Dec 27, 2022 @ 9:54am 
Is there a way to just load onto the caravan whatever would be sold by the Auto Seller rules for the colony?

For example, I have an Auto Seller (base mod) rule to sell chemfuel above 2000. If I currently have 5000 chemfuel, I'd like 3000 chemfuel to be added to the caravan.
kohonac Aug 15, 2022 @ 11:12pm 
Hello Supes, i was wondering if you could make a short video on how to setup picking a pawn and a bedroll and enough food for a caravan trip. i have been messing with it off and on for a few months and just cant seem to get the hang of it. much appreciate all your auto sell mods
KuroShiro Nov 23, 2021 @ 10:59am 
is there a way to just copy paste an entry from the auto seller to the caravan one? Importing from the save file still separates the two.
Supes  [author] Aug 7, 2021 @ 1:34am 
If you check Treat Defs as Seperate, then it will apply the rule for every different type of item.

per person will only apply with those pawns added by composition rules atm
Arcimbaldo Jul 24, 2021 @ 5:31pm 
And do the per person rules only work for people who sent via a rule and not ones you manually add on the caravan information screen?
Arcimbaldo Jul 24, 2021 @ 5:19pm 
Do the rules work as AND conditions or OR conditions? I.e. if I want to bring 1 table & 1 chair in every caravan, would I need two separate rules or just one with both items enabled?
Twilight May 5, 2021 @ 9:18am 
So, basically i can't make a rule bringing 2 meals per route day and per person. bummer. Using the 'days' field is a fixed value again
Supes  [author] May 5, 2021 @ 8:56am 
that's just going to confuse things, so I wont do anything like that.

instead of using route days, you could use days and/or a shared multiplier, or shared multiplier and quantity.
Twilight May 5, 2021 @ 8:29am 
So, if i understand correctly what you wrote with "whatever value is satisfied first" my supsicion is correct that those values are maxima. My testing also confirmed that. But, when it's route days, shouldnt 'quantity' translate to 'route days' times 'quantity'.What if i want to bring two meals per route day and person? I have no field where i can influence that. Entering 2 in quantity indeed gives it as a a maximum of 2-3-ish-rounded: it is not dependent on the rioute length anymore.
Twilight May 5, 2021 @ 8:25am 
@Supes: What i mean is, in order to make it work as calculated per route days, i have to zero out everthing else and check the box 'use route days'. Then i have (by testing various route lengths) a count that adjusts accordingly. Otherwise it's always 3 (three). So, if i cannot enter a number in the base count, where can i do that? Or is that a bug? I tested it a fair bit with different values...
Supes  [author] May 5, 2021 @ 8:20am 
I wont get too much into the calculations, but needless to say, it's more complex than that.

using multiple fields (quantity, weight, days, route days) will limit the rule to whatever value is satisfied first, so it's not just quantity.

while shared multipliers are integers, the quantity field can contain a fraction.

You shouldn't need to set a shared multiplier on a rule with route days, but if you did then those days would be multiplied, and double days would further double that.
Twilight May 1, 2021 @ 5:07am 
@Supes: Can it be, that the 'quantity' field in 'per personnel' mode describes a maximum to take with you instead of a multiplier? Like: 'whatever your rule selects ( in my case, survival meals), multiply it by route days * double those route days * personnel count'? Because i don't see any mechanism in the rule on how to define the base count of things to bring with you, except a global multiplier. It seems the mod picks just 'one' s base count. Playing around with the quantity field seems to yield a somewhat rounded 'maximum'. So instead of, e.g. 2 meals per person, i get 3 overall as end result for 2 persons on a 3 day trip. It must work as a maxmum limit it seems. The multiplier field just lets me multiply by an integer as post-value modification. So, what if i want to bring 1.5 meals as nutrition? It can't be just the doubled count of days, right? Because it seems that it's what the rule does...
Supes  [author] Apr 24, 2021 @ 10:17am 
I see what you mean. I've patched the checkbox so it remembers what has been selected (for that game)
Twilight Apr 22, 2021 @ 2:58pm 
@Supes: It seems Rimworld 1.2 introduced a way to automatically calculate travel food. Is there a way to disable this, or hook the own post-calculated per-personell-and-day food items into that screen? Rimworld always selects lavish food instead of my packaged survival meals with that new mechanism. Even worse, Rimworld reenables its "automatically calculate travel supplies checkbox". This really sucks. I want to influence this in carava equip. To get rid of that perishable food and load my own ^^. Cheers.
Twilight Apr 22, 2021 @ 2:54pm 
@Dirmagnos: Granted, it's not an easy to understand mod, given that you can do some complex things with it. It took me a while to wrap my head around it too..
Dirmagnos Apr 18, 2021 @ 5:59am 
Id like to like this mod, because simply this idea is great. But there is zero tutorials(on basics, not secondary and tertiary stuff) and mod itself is as counterintuitive as it gets. After spending an hour trying to figure out what i need to do to add just 1 wooden log to a caravan, i gave up. A lot of menus, zero sense.
Twilight Apr 17, 2021 @ 4:52am 
Hey Supes,

just wanted to drop a note after all the time and say that your mod is still one of the must-haves for me. It completely got rid of the tedious task of assembling caravans and drop-pod raid parties for me... bring 10 marines, 2 of them charge rifle guys, 8 snipers, 2 melee, one of them a doctor, all of them without sickness, no bad traits, bed rolls for all, 4 medicine etc.. one click, done! Same for animal caravans: Bring one good negotiator? One soldier for protection? Money? Bring all pack animals that arent't sick? Bring only 10 of them? one click, done!

This has removed one of the more tedious assembling tasks of the base game ( when having lots of people and animals late game) into easy-presets for me!

It also made the "oh no, we have to raid or trade someplace else" feeling go away and become a "hell, let's do this" and "you raid me? no, i raid YOU'' gameplay thing :)


Keep up the good work! :D
Supes  [author] Feb 4, 2021 @ 2:15pm 
it could certainly matter, it's possible it overflowed when calculating max amounts of items, I've updated (sorry for the long hiatus) to prevent an int overflow when calculating quantity by mass

also updated when rules are applied during caravan forming, so preset and multiplier dialogs will appear after a route has been selected rather than during. Multiplier setting dialog also partly updated
Lord Asriel Dec 16, 2020 @ 1:11pm 
Hey there! I have a very peculiar problem: A certain rule (= bring 1 shopping list) works on most of my choppers, but not on the Genesis (SRTS Expanded). What could the problem be? Genesis has some insane stats (eg 10^10 kg carrying capacity), could that matter?
Supes  [author] Aug 15, 2020 @ 9:36am 
no, it's something you'd have to modify manually after creating the rule.
Jono Aug 15, 2020 @ 7:18am 
@Supes I have added "Race" as a filter option and only get the choices of "Any Humanoid" "Any Animal" and "Any Mechanoid" - am I doing it incorrectly, or could it be another Mod is interfering?

If its the latter, I can live with it - thanks for the reply :)
Supes  [author] Aug 15, 2020 @ 6:08am 
@Jono you can change the any humonoids to colonists

@Raikuri pods are a bit more selective on which rules to apply, for items use apply last and they also don't use per person rules (keep the second node clear, don't use days etc)

Jono Aug 15, 2020 @ 5:21am 
Hi,

Sorry if this has been asked before but i can't see it.

Is there a way to filter out prisoners from using the load x number of "Any humanoids"?

Thanks - this and autoseller make life so much easier :)
Raikuri Hirei Aug 13, 2020 @ 4:59am 
Question. Is it possible to use this mod to load items into pods such as SRTS ships? Because the last time I've tried doing so, it only picks up certain items and fails to include the rest. For example, categorizing the mod so that it would pick up all clothing to load, it'll only load a certain few of said items.
Supes  [author] Jun 15, 2020 @ 1:36am 
don't worry, there will be some changes in the next build.
Twilight Jun 14, 2020 @ 1:51am 
@Supes: Hi, thanks for the update. I still am testing the possibilities atm. I can adjust the factor now and indeed specify the amount of sub-rule stuff needed. So, usecase covered. I will test around because i am worried that maybe that additional functionality hampers the overall usabilty/user experience for others (which isn't my intention - i'd rather drop my request). Let's see. We can't specify individual multipliers to separate topmost root-chains, but hey, that isn't what i asked anyway. Would be cool for individual usability though. Great work!
Twilight Jun 10, 2020 @ 7:26am 
For your current solution i tried the preset shared multilier, but it seems the edit field is read only atm - i can't change the value away from 1.
Twilight Jun 10, 2020 @ 6:50am 
Ok, so it's an api interoperability issue between two libraries, gotcha. Well, if the extension knows what rules get sent into core and core does its thing and then sends back reduced rules and their filtered items, the topmost chainrule from the extension still would know to apply a count that was specified with it, right? Or do you lose the relation between topmost-root of rule x sent into core and returns some id-less/reordered set?
Supes  [author] Jun 10, 2020 @ 4:48am 
chains, filters etc, run encapsulated in core.

since core has done the filtering, not all data is needed to return to the extension

what the extension gets back is a flattened rules list (filtering has been done so no more data is required) paired along with their filtered lists. These two things are enough to change quantity.
Twilight Jun 10, 2020 @ 3:48am 
So in my thinking your code's behaviour would be unchanged *unless* somebody selects 'multiply with x' from top down on a chain rule.
Twilight Jun 10, 2020 @ 3:46am 
Maybe i am wrong, but i assume that the filtering works bottom up the chain/rule/filter tree. The multplication could be a post-process top-down step if enabled. I don't want to cause additional performance costs though when traversing the trees, so a checkbox in the chain with multiply=yes/no and then showing the value field ( iirc you do it similar in other places) could be a solution.
Twilight Jun 10, 2020 @ 3:40am 
Or do you mean storing the "number you set from the select preset dialog" with the preset itself?
Twilight Jun 10, 2020 @ 3:38am 
Thats going in the direction i have in mind, but is there a reason why the chain rule can't carry a multiplier? Till now it's is a rule aggregation node only and apart from the filtering it's just for aggregation. Adding a (optional) count as multiplier would just be an extension in the OOP sense and wouldn't break anything. But that's just me theorizing without knowing the code. One could set the multipler (even hidden away) as default=1, and when somebody marks the checkbox for multiply it could... well, multiply the children count.

I like your idea too as an addition, btu usability wise i would avoid popping up another question box with the presets. Like for the est. 90% people that do without multiplier.
Supes  [author] Jun 10, 2020 @ 2:54am 
those with the 'Use Shared Multiplier' flag checked on the rule would have their quantity multiplied by the number you set from the select preset dialog that appears at the start of forming. all others remain untouched.

the setting in options is just if you don't have the select preset when forming checked
Twilight Jun 10, 2020 @ 2:02am 
Top most chain would be fine. With 'shared multiplier as an option' I guess you don't mean a global setting in the options, do you? Because this would defeat the purpose.
If you meant setting a multiplier on a topmost chainrule, that multiples every fixed amount from a subrule, that would be the solution to the usecase.
Supes  [author] Jun 10, 2020 @ 1:20am 
Exactly my point.

chains (under topmost) have no quantity control either, chains (and filters) are part of core (so they are present in Trade and other extensions, and have specific behaviour), they're rules without options that further filter the results of nested rules (like Rule AND Rule).

what I can do is allow the topmost rule (and normal equip rules) to use a shared multiplier (as an option). you should be able to set the actual number during preset select or in options.
Twilight Jun 8, 2020 @ 11:55pm 
@Supes: i think with a filter you just described one could not adjust the quantities if the item has more than one type of materials needed. It could be a security filter to check against recipe mistakes though. But one still has to add the exact amount for the specific materials by hand this way.
Twilight Jun 8, 2020 @ 11:51pm 
@Supes: So, if i understand you correctly, the count for the amount can only be adjusted at the topmost rule level? Wouldn't that still work out for my usecase if i had a root chainrule that could have a multiply factor? My children rules are already set to the exact parts needed.
Supes  [author] Jun 8, 2020 @ 6:52pm 
@Twilight filters basically have to return yes or no, so wouldn't be possible unfortunately. You could however have a filter say 'yes, this item row is part of a recipe for making a bed', but no quantity information.

@AerosAtar I'll expand upon what twilight has said, for the alternative preset idea you do need atleast one preset made (and indeed an empty preset is fine for this) and can use the suspend all button for pods and activate all button for caravans when the select preset dialog appears.

I'll get more updates in slowly, as to not break too much at once :)
Twilight Jun 8, 2020 @ 1:15pm 
@AerosAtar : you could work with presets and for pods just create an empty one. Would be an alternative idea. So when the preset choice dialog comes up, just select your 'pods' rule for doing nothing. God this mod is awesome :)
Twilight Jun 8, 2020 @ 1:10pm 
@AerosAtar : i think in the options you can disable pods completely. I use the rules for my pods too, though.
AerosAtar Jun 8, 2020 @ 12:51pm 
@Supes It *mostly* works. In fact, it probably works as-written, but it isn't quite what I was after (personally). I think all it would need to work as-requested would be a rounding operation on the totals (always round fractions up, so 0.25/0.5/0.75 all become 1 to use the example given), but I have no idea how difficult that would be in your code or whether it might introduce other unintended side-effects.

I also couldn't set the decimal figure inside the Wizard, but I suspect that is just because you wanted to test the concept first before putting it everywhere (which is understandable). :lunar2019coolpig:

On a slightly different note: Is there a way to specifically exclude pods from rules? I want my current rules to apply to caravans but not to pods, and I can't figure out how to do that.