RimWorld

RimWorld

Camping Stuff
539 Comments
Alias  [author] Sep 4 @ 9:34am 
@juako, I've been toying with the idea of a clean room type tent (kind of inspired by the tents that pop up in plague movies, or ET to some extend), that I think would fit well as being vacuum resistant. I've got an item in my backlog of to-do's [github.com] for it, but it'll probably be something I tackle after the update for Setup camp.
juako Sep 3 @ 3:22pm 
would it be possible to add a vacuum resistant tent somehow ? could make it cost expensive materials like hyperweave and advance component. i use the shuttle sometimes instead of bringing my whole gravship to asteroids, so there is no oxygen which makes my colonist ignore bedrolls and just sleep on the ground
Alias  [author] Aug 19 @ 10:24am 
@Vane. Packed poles influence beauty and HP of the tent walls when the tent is installed.
Vane Aug 19 @ 9:33am 
Is there a difference between wood/wooden tent poles/metal tent poles?
тетеря, блин Aug 13 @ 9:27am 
I searched «carpet» in my current modlist and here there are, mods that have something with carpets:

Vanilla Expanded Framework
[LTS]Furnishing
[T] More Floors
Blue Archive Furniture
Caraven Adventures
Door Mat
Map Preview
Ponpeco Furnitures: Kids' Room
Vanilla Base Generation Expanded
Vanilla Furniture Expanded («Empire» and «Props and Decor»)
Vanilla Outposts Expanded (including «Additional Outposts» mod)
Vanilla Quests Expanded (Generator and Cryptoforge)
Rabbie the Moonrabbit Race
Rimkea (Contunued)
Vanilla Factions Expanded - Deserters
Space Base Furniture (with chineese kanjis)
TMaterials - Glass
Tweaks Galore
Vanilla Ideology Expanded - Memes and Structures
Alias  [author] Aug 1 @ 11:10am 
@тетеря, блин, update after looking at your log: nope. not a chance.
1. this is the wrong discussion for bug reports.
2. The root cause appears to be an issue with this mod not being able to correctly define tent floors. While I will fully admit that the error is probably my doing (due to the way I patch the vanilla carpet object), your mod list has over 800 mods in it and is riddled with other errors. If you can tell me exactly which other mods are touching carpets, I'll take a look, but I don't have the time in my life to go thorough all that...
Alias  [author] Aug 1 @ 9:37am 
@daswaff, lol thank you! I'm more of an inside programmer, so balancing was almost entirely a blind guess (and an Excel table). I'm glad you like it!
daswaff Aug 1 @ 7:04am 
Nice mod! It is frustratingly accurate in its requirements and its size/mass ;-) using waterproof canvas and wood.
Alias  [author] Jul 31 @ 2:20pm 
@тетеря, блин, ultimately harmless config error (tent floors are coded almost identically to the way that colored carpets are defined in the base), but I'll look into making the error go away.
тетеря, блин Jul 31 @ 12:16pm 
on game loading:

Config error in NCS_TentFloor: label contains illegal character(s): "[]{}". This can cause issues during grammar resolution. If this was intended, you can use the "ignoreIllegalLabelCharacterConfigError" flag.

https://gist.github.com/HugsLibRecordKeeper/0747fc163596313b5777332bbe9f47f9
Peryn [Андрій] Jul 17 @ 12:28pm 
and if it were possible to integrate this feature, so that the module would turn around with the furniture, as it was packed (sleeping bags, etc. - something light in weight)

https://steamcommunity.com/sharedfiles/filedetails/?id=3079237715
Peryn [Андрій] Jul 17 @ 12:26pm 
I would really like to have at least one type of tent for vacuum :) as an emergency temporary housing
Glottis Jul 16 @ 4:40am 
Thanks for the fix. These tents are really useful for an Odyssey playthough. Land and set up some temp buildings that can quickly taken down before launch.
Stellar Harbour Jul 14 @ 11:43am 
Interesting
Alias  [author] Jul 13 @ 12:44pm 
@All, fixed now (I hope)
Alias  [author] Jul 12 @ 1:17pm 
@All, tent bags are bugged. I think I know what/ where it's broken but may need a day or two to get it implemented.
MoonShadow_Ara Jul 8 @ 12:17pm 
Thank you a lot! :)
Dustin Echoes Jul 8 @ 2:53am 
hugeee
Alias  [author] Jul 7 @ 7:54pm 
@All, did update. I did sneak in some new features and fixes (like a fine tent mat/ floor for picky nobles). I'll be the first to admit I'm rushing a bit to get everything out before 1.6, so feel free to let me know if something isn't as fixed as I thought it was.
Kaz the Mercenary Jun 25 @ 7:17pm 
You're amazing, and thank you.

We're ALL going to want this for the new campsite stuffs.
Alias  [author] Jun 17 @ 6:48pm 
sigh , and so it begins... Updates are planned for all my mods and are actively being worked on
Dustin Echoes Jun 17 @ 3:20pm 
Do update, peak mod
Alias  [author] Mar 14 @ 6:44pm 
@WarKittyKat, Actually pretty easy, it's one of the things I planned for when I overhauled the mod (that and sterile flooring). I've got some other (non-modding) projects I want to wrap up fist, but it is high on my list for the next time I work on the mod.
WarKittyKat Mar 14 @ 3:17pm 
How hard would it be to add a "fine tent mat" item to this? I can figure out how to edit the XML to label the tent mat as a fine floor, but it would be fun to have a fine floor version for travelling royalty. Right now they get pissy if you take them out to trade and have to set up camp.
Alias  [author] Mar 13 @ 7:50pm 
@Kobold Kween, unfortunately no, not without a significant amount of re-work to the mod.

If it's a single item you're looking for, might I suggest AOBA's tent mod ?
Kobold Kween Mar 13 @ 4:02pm 
Could you perhaps release a version of this without the poles? Just an item that can be deployed and built a single unit without packing?
Alias  [author] Jan 8 @ 7:45am 
@ChizuNoYama, I'm not sure I understand. If the bag is packed with a cover and poles it should show up in the supplies tab, otherwise it should show up in the first tab with the rest of your items
ChizuNoYama Jan 8 @ 1:42am 
Is there a way to pick up the bag so that it's portable in a caravan?
Alias  [author] Aug 12, 2024 @ 9:33pm 
@Wallard, While I agree to some extent, I actually don't mind too much, I'd prefer to get feedback/ feature requests when things need balancing (multiple requests is usually a good indicator), than have to hunt down patch mods on the workshop or get no feedback at all (or worse get bug reports because someone mucked with something they didn't understand). Not everybody wants to mod their mods and that's okay.

@HEX: MINMUS, Looks like Medieval Overhaul prefers to handle their own patches, so I'm attempting to work with them to get the code added to their mod to handle it ( pull request [github.com]).
Wallard Jul 21, 2024 @ 12:01pm 
It's seriously funny to read some of these comment sections and see how many people are just too darn *insert thing* to open a def file a poke around.. figure it out kids.. those files are mostly plain english
HEX: MINMUS Jul 15, 2024 @ 8:27pm 
I'm not sure this is something you can address on your end , but none of the tent's can be made at Medieval Overhaul's Tailor's Bench.
Alias  [author] Jul 5, 2024 @ 1:34am 
Bobibobibu, Probably not. The base game allows raw wood logs to be equipped as weapons, as such I figured it made just as much sense for tentpoles to also serve as improvised batons. (Along similar lines of logic, raw wood logs can also be used as improvised tent poles). The idea that somewhere out there an escaped prisoner saw a loose wooden tent pole and said "I need to fight my way out of here and this is the weapon to do it", is just so absurd (especially since tent poles are deliberately terrible weapons), that it brings me joy.

If you'd like to file a bug report (pinned above) and include the exact error message(s) you're getting, I can investigate. That said, CE is notorious for doing weird quirky non-standard things to the RimWorld code base, which is their prerogative, however it also means that the onus of fixing the inevitable compatibility issues that arise because of said practices lies squarely with the CE developers.
Bobibobibu Jul 5, 2024 @ 12:18am 
About the poles, somehow it has combat stat, which is not CE supported and give errors...This is not the mod I expected to be CE incompatible. Would you consider remove the combat stat of tent pole?
aquaricorn Jun 15, 2024 @ 2:53pm 
Ah sorry, I missed your response and it's been such a while since that happened. I can only recall that it was like, I had a small tent cover and a long tent cover, and had put in the poles first, and then put the small tent cover into the bag with more poles than needed. So the thinking was, remove the small tent cover, replace it with the long tent cover, bam all is well. But then the poles came out too, and I couldn't put them back in because of the error.

So what I ended up doing was putting the small tent cover back in and just pitching the tent, which auto-spat out the extra poles. It worked out in the end but was kinda roundabout.
Alias  [author] Jun 6, 2024 @ 12:05am 
@aquaricorn, hmm... yup, the {0} part is a translation bug (nice catch!). The other part could also be a bug, but I'm not totally sure I'm entirely tracking the state the tent is in (mostly around why it would have ejected poles: is no cover installed? Did you swap in a smaller cover? Is it still broken if you put a new cover in?). Would you mind dropping me a bug report with steps I can follow to reproduce the issue?
aquaricorn Jun 5, 2024 @ 6:03pm 
You're doing the lord's work. I do love what this mod offers - and the poles aren't so bad once you figure things out in-game.

But on that note, this might be a bug? I started packing a tent bag and put the wrong tent cover into a bag. I had a pawn remove the tent cover, but they also took out 5 of the poles. And now, I can't seem to put those back into that bag - it says it's at the max capacity of {0}.
Alias  [author] May 29, 2024 @ 11:32am 
@aquaricorn, I rewrote the mod awhile back and wanted to make tents more accessible in colder biomes that don't necessarily have access wood. The new complexity stems from underlying limitations on recipes/ items (namely that they can only ever have one `Stuff`).

It's more of a long term plan than something I'm actively working on, but at some point I'd like make a scenario editor module that streamlines tents so that they're easier to preconfigure (as well as packed and ready to go when you start the game). For now, the item description for each cover specifies how many poles are required. I can also update the table when I get back to my computer.
aquaricorn May 29, 2024 @ 9:30am 
I like the idea of this mod a lot - and I haven't used it yet so it might play fine. I just recall the original version of it from years ago where you could just set up/pack up a tent. You had to build them, sure, but once built that was that. You also had a product you could start with in a custom scenario.

I'm trying to do that now and I don't see anything like a completed tent option, leaving me to instead start with a tent cover, tent bag, and an unclear number of poles.

So this just seems a bit more complicated than it was before. In any case, unless I missed it somewhere, it'd be swell to know how many poles I need to start with to build an x-sized tent from the get-go.
Beowulf99 May 3, 2024 @ 3:35am 
@Alias
Thank you :)
тетеря, блин Apr 23, 2024 @ 12:07am 
👍🙏
Alias  [author] Apr 9, 2024 @ 9:24pm 
1.5 update is progressing nicely (I even managed to sneak in some features, but making sure they don't break existing saves is proving tricky); but it probably won't be entirely ready before release. I'm not expecting any massive delays, probably a weekend or two to get everything buttoned up. (I don't expect it to come to it, but absolute worst case I can throw up a pre-release on github)
Alias  [author] Mar 18, 2024 @ 11:46pm 
(ack sorry for the delay; very busy lately. 1.5 update planned)

@jeff_steveng (1/3), There's a few things all at play here between deliberate design decisions and game mechanics, but if there's a general consensus that something needs to change I'll do my best to make it happen (that said, I'm a bit pressed for free time, so it might have to go on the to-do pile while I put out other fires and projects). The mod has always made tents fairly fragile, its the trade off for them being light and portable. I do agree that a stray bullet making a human-sized hole is a bit unrealistic, but at the same time I would very much like to avoid tents being bullet sponges and I don't have a way to make bullets pass through the wall like they would in real life. Tents were meant to be fortifiable and I've always felt like their inherent weakness allows for a "here's Johnny" moment to occur in the narrative.
Alias  [author] Mar 18, 2024 @ 11:45pm 
(2/3) I'll admit, the repair mechanic is kind of clunky, part because that's how the mod was originally written and part because that's how textiles are mended in real life (especially given that most tent covers are pulled taught when the tent is struck). The extra work for packing stems from how the game attempts treat tents like a building, before it can be constructed or destructed everything needs to be moved out of the way. It's kind of annoying, but it makes sense so I haven't bothered to go in an change it.
Alias  [author] Mar 18, 2024 @ 11:45pm 
(3/3) Long term, I'd like to have a mechanism that allows tents to remember their contents and regurgitate them on deploy, but I haven't quite figured out how I want that to work on realism (when I think about the all the things that could get sucked into the bag, this comedy bit comes to mind) gameplay (would I/ you want to deal with the the extra inventory management complexity of "which tent did I leave my legendary bedroll, the kitchen sink, and the Thrumbo horn in?"), and technical fronts.

I don't want to tell you how to use the mod or play the game; yours is a valid criticism... but as an interim solution, have you considered patching the holes with simple wood walls and mending the next time you move camp?
Alias  [author] Mar 18, 2024 @ 11:44pm 
@Dragon Fire 813, Whoops sorry about the miscommunication. For the tent cover, the leather/ fabric does determine the color (and stats) of the deployed tent wall (the material of the pole will also play a part in the beauty and HP of the wall). The game handles floors (terrain) a bit differently so for the time being the tent mat just goes down as a white color (but fixing it to color the floor to match the mat material is high on my to-do list).
jeff_steveng Feb 22, 2024 @ 5:18pm 
Cool mod for my nomadic playthrough. Yet I find it annoying that tent walls tend to break easily, such as when my pawns were hunting near them, the missing bullets would leave some holes in the room. The main issue is that if I want to repair a tent, I need to uninstall it, repair it and then install it back. That way, my pawns will try to deconstruct all the furniture I left in the tent during the uninstallation, so I also need to uninstall all my furniture too if I ever want to keep them, and that's a lot of work for me. So is there a way to repair a tent when it's still in the form of a building? That will save a lot of my time.
Dragon Fire 813 Feb 22, 2024 @ 11:28am 
Are you referring to just the floors or both?
Alias  [author] Feb 22, 2024 @ 10:43am 
@Dragon Fire 813, at the moment no. There were some technical limitations when I originally wrote the code, but now that colored floors are a thing, I need to go back and add the featue.
Dragon Fire 813 Feb 21, 2024 @ 7:55pm 
I assume the color of the leather/fabric determines the color of the floor and cover once deployed, right?
surefirecure Dec 27, 2023 @ 8:10am 
Anybody else having an issue with the colonist not completing the add-to-bag? My colonist picks up the tent cover, moves to the bag I've selected, and then just kinda... chills.