RimWorld

RimWorld

Camping Stuff
517 Comments
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.
Cedaro Aug 5, 2023 @ 12:06am 
Is it possible to add tent as starting thing in a scenario?
Spartan Aug 4, 2023 @ 6:03pm 
can you include a bed or bedroll on tents when deploy to make a small QoL improvement ? maybe adding an option to pack into bag the bedroll ?
Alias  [author] Aug 4, 2023 @ 5:40pm 
@Spartan, compatible, as in colonists will auto deploy tents and sleep in them? no. compatible, as in won't break when both are running? to my knowledge, yes.
Spartan Aug 4, 2023 @ 2:08pm 
compatible with "Use bedrolls" ?
Alias  [author] Jun 19, 2023 @ 3:27pm 
@maslov.roma1993, you're more than welcome to patch the texture in if you'd like (it'd be a super easy patch mod), but I after doing some digging, I probably won't be adding anything "official". The game does not like dynamically changing textures for things, you can technically do it with an obnoxious amount of programming/ hacking, but it's not really worth it (if the VE team noped out of the same problem with Vanilla Textures Expanded, I'm in no hurry to take it on solo). Plus, the legacy texture is only for the single bedroll, it'd look pretty funny next to the existing double bedroll.
Waravan13 May 31, 2023 @ 2:41am 
can you retexture? because in vanilla they look old, and I saw a more modern bag in the photo
Alias  [author] May 31, 2023 @ 1:20am 
You can't, vanilla added bed rolls (under furniture irrc) back in b19, so I removed them. They're mostly in the art folder out of nostalgia (and the event I decide to make a mod setting for them).
Waravan13 May 30, 2023 @ 1:18pm 
Where can I find a sleeping bag?
Alias  [author] Apr 27, 2023 @ 3:51pm 
@Morcalvin, They are made at the tailoring bench
Morcalvin Apr 27, 2023 @ 3:50pm 
how do I make medium and large tents? does it require some research? which workbench do I use?
Inari Mar 24, 2023 @ 11:08am 
Ok, thank you for the fast reply. I will use a workaround.
Alias  [author] Mar 24, 2023 @ 10:37am 
@Inari, it's probably just not there. The short version is that bags are a special kind of item that the game doesn't normally give out when creating scenarios. It's a lingering issue that I am aware of and need to get around to fixing.

For the time being, I'd recommend including 25 material to make one when your scenario starts (or Dev mode is that's your thing).
Alias  [author] Mar 12, 2023 @ 3:41am 
@Stakedexx, can you please be more specific about what you would like explained?
Stakedexx Mar 9, 2023 @ 5:18pm 
alguien me puede explicar de una manera más detallada?
Nacek Feb 17, 2023 @ 11:13am 
I really need separate storage category for packed tents
WarKittyKat Nov 19, 2022 @ 5:15pm 
Cool thanks! I'm debating trying to write my own mini-furniture mod for royal camping gear so my royals can camp without getting mad about their bedrooms. Unfortunately floors are the big one I don't know how to do.
Alias  [author] Nov 18, 2022 @ 4:15pm 
@WarKittyKat, that's definitely possible and feeds into the next stage of what I have planned for the mod- I want to be able define what walls/ doors/ floors get spawned in xml. I feel like that will help open up the mod for things like portable clean rooms or sos2 hab units. But before I get ahead of myself, I need to get additional traits updated.
Mr. Mauer (Mollari) Nov 18, 2022 @ 3:06pm 
chad 1.4 already legend
WarKittyKat Nov 18, 2022 @ 10:24am 
Quick question: would it be possible to make an upgraded "fine floor" version of the tent map? Maybe +2 beauty but more importantly it would work for caravaning royals without making them upset over the undignified room.
Jet Nov 9, 2022 @ 6:27pm 
nice to meet you mr platypus. Will post log next time im on pc
Alias  [author] Nov 9, 2022 @ 6:09pm 
@Jet, uhh huh, and I'm a 400 ft tall purple platypus bear with pink horns and silver wings. Yeah, I wasn't aware that was happening (I've haven't had a chance to play 1.4 much, and I've mostly been focused on Additional Traits), but if something's not behaving as expected it's a bug.
Jet Nov 9, 2022 @ 5:37pm 
no im new :)
didnt know it was a bug