RimWorld

RimWorld

Caravan Adventures
1,181 Comments
iforgotmysocks  [author] Apr 21 @ 8:25am 
@☁☁☁🔫🐷☁☁☁ some mod conflict. Normally the game wouldn't consider that a valid tile for a settlement.

@Shanzival tried to make them compatible before, but it's a bit tricky. I'll try again when i have some more time for modding.

@Perrydotto hm, if it's a modded tile u can add it to the compatibilitydef that's included in the mods defs folder, u'll find more info on the wiki, those sometimes won't work for the story locations. If it was a vanilla one, it might be some other conflict. You can try to share your log with hugslib.

@Demonic thanks bud, i appreciate it. :)

@Realm Imp hm, i included a heavy charge blaster without a texture for some of the bosses, which would have look weird otherwise, but it shouldn't be obtainable by the player.
Realm Imp Apr 19 @ 7:08am 
There is a weapon on this mod that has no texture when im checking it out on character editor
Demonic Apr 13 @ 6:32pm 
I can't believe it took me this long to find this mod. This will never leave my list. I absolutely hated caravaning before this. The whole "can't travel at night" thing is so stupid, especially if you're playing sanguophage. Fixing that alone makes this mod a masterpiece but of course it goes above and beyond.

A way more interesting caravan camping feature than any added by other mods, way better caravan item selection than any before, cool scripted storyline (a little cringey at times but it's still cute) that kinda puts the VE team's new Quest Expanded entries to shame imo, tons of little QOL features for caravaning in general, etc. etc.

Honestly bro, you deserve to be hired by Ludeon for this one, I feel like this is exactly what people want out of a caravan focused DLC.
Perrydotto Apr 13 @ 8:10am 
Unfortunately I get a map generation crash when trying to enter the village spawned by the quest. It's on a normal Tundra tile so I don't think I am experiencing the impassable tile problem maozi had, but I am also not sure how to read the log file exactly. Lemme know if there is anything you can point me towards that I can post to help with the issue.
Shanzival Apr 12 @ 12:42am 
Is it possible to get the set up camp option available with a vehicle caravan? Otherwise I have to separate people out and run into the occasional issue of some of my inventory disappearing just so that I can get this mod's special camps set up.
☁☁☁🔫🐷☁☁☁ Apr 10 @ 4:16am 
I have encountered a map generation crash when entering the village,probably because the village was located on an impassable map tile——I checked the log and it says "Couldn't find a cell to spawn pawn "
So i tryed another Mod WorldEdit 2.0 changing the impassable map tile to another type and luckly it worked !
iforgotmysocks  [author] Mar 28 @ 10:16pm 
@HRG164hjo i added that patch to stop the VE popup for the story faction to show up, that asks if it should be added or not. They might have changed something. The error can be ignored. Will add it to my todo list.

@scorpion that doesn't make much sense. Would have to be a very weird compatibility issue. CA doesn't touch kids or the growth moment mechanic.
HRG164hjo Mar 27 @ 3:18pm 
hello, i just subscribed this mod and started a new save, then i got a log about CaravanAdventures.Patches.Compatibility.VFECoreFriendlyFactionDetectionPatch.ApplyPatches, this patch seems not functioning well, please check it when you have free time
scorpion Mar 25 @ 1:50pm 
After adding Caravan Adventures to an existing save, it introduces a bug during children's Growth Moments. Opening the Growth Moment screen causes FPS to drop to 0 and introduces ~10s of input lag. It's impossible to select passions because of the delay introduced cancelling any clicks after they're entered. If this happens with 0h remaining on a growth moment, it will softlock your save.

Caravan Adventures must be fully removed through the mod options menu and then removed from the modlist to resolve it.
Umbra Mar 20 @ 7:44am 
Any chance that the "night travel" mechanic could be moved under "General travel support", instead of it being under Caravan camping & Caravan Improvements in the mod options? I'd like to use that mechanic it without enabling caravan camping. Even if it cannot be done, thanks for your consideration.
(^0v0^)OriginalOwl Mar 17 @ 11:36pm 
Ah okay, thank you :)
iforgotmysocks  [author] Mar 17 @ 7:04pm 
@(OriginalOwl) thanks, i added that patch to stop the VE popup for the story faction to show up, that asks if it should be added. They might have changed something. The error can be ignored. Will add it to my todo list.
iforgotmysocks  [author] Mar 17 @ 7:02pm 
@Nicoman @Bored looks like i forgot an attribute that stops a building to be loaded, when the Biotech isn't installed, yeah. Will fix at some point, should be save to ignore tho. No dlcs are required.
Nicoman Mar 17 @ 6:30pm 
Just like Bored a couple of comments below mine, I get some red error:
Failed to find any textures at Things/Building/Misc/Genebank/Genebank while constructing Multi(initPath=Things/Building/Misc/Genebank/Genebank, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
I have the base game, as well as the Royalty and Ideology expansions.
EDIT
Found out I was missing the Biotech DLC. After installing Biotech, all errors were gone. So dear autor, you shoud state somewhere, that at least Royalty, Ideology and Biotech are required for this mod to work without errors.
(^0v0^)OriginalOwl Mar 17 @ 8:50am 
I posted an error log on github, as my hugslib share thing gave a 401 error
nO$wukks Mar 14 @ 2:16pm 
Thats a shame man. Hopefully you come up with a workaround. Love your mod.
iforgotmysocks  [author] Mar 8 @ 6:17am 
@johnforrest i think u got the wrong mod, mate, no "upgrade events" here.

@星宫萤雪 yeah, mod settings don't support localization right now. Don't have the time to move them all to localized files. But if somebody wants to do that and create a pull request for it, i wouldn't mind.

@nO$wukks attempted to make them compatible, but it turned out to be rather tricky and i didn't have the time. Might take a look again when i have some more time.
johnforrest Mar 6 @ 8:00pm 
Do mechanoid upgrade events take the place of normal bad events like raids or are they in addition to?
星宫萤雪 Mar 4 @ 2:27pm 
Most language packs cannot translate mod settings due to lack of interfaces. Can we update keyed for them?
nO$wukks Feb 16 @ 9:40am 
Hey, so I cant use your set up camp feature when in a vehicle caravan. Either wheeled vehicle or helicopter using vehicle framework. I checked your page but couldn't find any incompatibility. Help?
Medio Feb 13 @ 6:21pm 
@iforgotmysocks first of all, thanks for answering! Yeah, the thing is that i wanted to live the story on a medieval setting because it´s fantastic. Too bad, still, the only mod that i miss on my medieval overhaul games!
Bombardiro Crocadillo Feb 9 @ 11:06pm 
Throwing some red errors referencing genepacks and stuff
Garlic Feb 9 @ 1:11pm 
I already did that, but thanks! Maybe with Vanilla Social Interactions Expanded since it also has best friend feature? I'll try to test it in next week and let you know if I find anything.
iforgotmysocks  [author] Feb 9 @ 9:26am 
@Garlic hm, i never had a problem with it, even with a high number of colonists, but if you have a large mod list, it might be a factor. You can turn the feature on and off as you like in ca's mod settings. :)
Garlic Feb 8 @ 10:22am 
I like trusted mate and true friend feature. But I have 50 colonist and it causes lag when I look at their social tab or try to edit them via character editor mod. I don't think I can limit how many they can make friends, so I guess I have to turn it off, sadly.
iforgotmysocks  [author] Feb 1 @ 7:57am 
@Medio when rimedival is used, insects will become the primary hostile faction instead of mechanoids. The bosses and story isn't adjusted, so doesn't make too much sense yet, but you no longer need the mechanoid faction in your game.
Medio Jan 31 @ 8:26am 
Great mod! I enjoyed it alot, specially the Quest which made me this mod my favourite one... but with Medieval Overhaul i cannot enjoy it now. Would it be too much to ask for a version for medieval playouts, using Hive instead of Mechanoids? Thanks in advance and keep up with the good job!
decom70 Jan 21 @ 4:32am 
On my second attempt, I managed to prevent the questgiver from running in and killing herself, and succeded the quest. Thanks!
TheRealLemon Jan 18 @ 10:09pm 
Thank you!
iforgotmysocks  [author] Jan 18 @ 9:26pm 
@TheRealLemon you can disable it in the ca's mod settings under story.

@decom70 you can even not fail it when getting lucky and the reinforcements manage to defeat the mechs. But if u're unlucky and the story persion dies, or the mech wave wins, then it fails. But it doesn't really have a significant outcome to the story, other than giving you a close by settlement you can trade with.
HunterForce Jan 18 @ 8:23pm 
I just discovered this and I cannot be more excited to try it! My favorite way to play is as a nomad tribe. Travelling around exploring ancient dangers and never sticking around for too long.
decom70 Jan 18 @ 11:20am 
Is it even possible to not "fail" the initial rescue a friend quest, where you have to defend the village? I prepped and send some absolutely crazy pawns that decimated the mechanoids, yet the task still "fails".
TheRealLemon Jan 13 @ 6:30pm 
is there a way I can turn off the anima whispers, I wan't to get into it later and I don't want to play with no sounds but its driving me nuts, loved the village part, very cool mod
iforgotmysocks  [author] Jan 12 @ 7:50pm 
@bell should be fine.
bell Jan 12 @ 4:17pm 
and in case you have disabled the event both in the settings and using the developer mode, something very bad would happen or would it still work?
iforgotmysocks  [author] Jan 12 @ 8:28am 
@Rim Baby if you use the rimedieval mod, then yeah, insects will be used. Was a bit tricky to implement and doesn't make too much sense, as i didn't replace the bosses or any of the story text, so u'll have to use ur imagination a bit.

@bell you can go to the mods story settings, uncheck the enable apocalypse box and if the apo was already running, press the "reset apocalypse" button after and it will stop and should no longer activate for future story runs until it is enabled again.
Rim Baby Jan 12 @ 3:35am 
Really hoping for an option to switch the mechanoids over to insects from Insectoid 2 for medieval runs! I really enjoy the story/quest implementation of your mod.
bell Jan 11 @ 1:13am 
I wanted to ask a question, can the apocalypse event be disabled during the game? or with saved games is that I don't want to involve the apocalypse in my game either
iforgotmysocks  [author] Jan 3 @ 1:09pm 
@Senilia @est.on.est hey you two, yeah, it's a known issue. I hope i'll have some time soon to fix it, thanks.
Senilia Jan 2 @ 4:41pm 
I discovered a potential compatibility issue. I've installed VFE - Insectoid 2, but the bounty hunting faction and the insects are not hostile to each other. Could this issue be fixed?
est.on.est Dec 31, 2024 @ 9:18am 
Hey! I have a bunch of mods, so it might be that, but are the hunters meant to be on good terms with the insectoid hive? if not then i'll file a bug report, but it kinda sucks because when i get they to reinforce me against the bugs, they just sit there.
iforgotmysocks  [author] Dec 24, 2024 @ 7:54pm 
@Positive Position 5 if the storyline is enabled in modsettings, yes. A story about mechanoids, without mechanoids is ah... difficult. ;)
Positive Position 5 Dec 24, 2024 @ 10:48am 
Be warned, will re-enable mechanoids if you have disabled them in your scenario setup
iforgotmysocks  [author] Dec 21, 2024 @ 1:05pm 
@Launch-Box the warning is pretty clear that u should be below or at the limit. But yeah, how the pawns are selected could be improved by distance to the caster. Will address it when i have some time for rimworld again.

Ah, and iirc. u should be able to exclude slaves from the mechanic in modsettings, but can't say for sure, would have to look it up.
Launch-Box Dec 21, 2024 @ 10:35am 
Update: Turns out no matter what I do, it kills my entire colony about 1 minute after casting. Power is definitely broken.
Launch-Box Dec 21, 2024 @ 9:59am 
Coordinator power is absolutely dumb in how it works. It gives the link to 4 random colonists (I rolled all slaves) and if you press it again it just kills half your colony. Why not make it an AOE that effects whoever you put in a small circle, so it's not random? Really dumb and useless.
iforgotmysocks  [author] Dec 3, 2024 @ 9:55pm 
@ExoMaw yeah, those aren't supposed to drop, guess some mod isn't checking for the commonalty to not be 0. Should've just used vanilla materials. I didn't wanna clutter the item filter with more stuff that shouldn't be usable anyway. Let it waste away or remove it via debug mode.

@Shork with a Torpedo yeah, thanks. It's a minor issue with the recent update it seems. Will look into it when i have some time.

@624932690 adding support for vehicle caravans turned out to be a bit tricky. It was in the works, but i had to pause it due to too much rl stuff rn.

@sjthone hard to say without a log and some more context. Sounds like an incompatibility tho, yeah.

@StormtrooperTrish ehm yeah, the story pawn is used for an event a bit later, that won't work sadly. xD

@Holy Nut should, yeah.
ExoMaw Dec 3, 2024 @ 9:41pm 
Quick question is spacer fabric suppose to exist. I have spacer fabric textile from the mod maybe from recycling mods or a gift from hospitality mods but it doesn't appear anywhere in the storage options so I just want to find out why it's a textile/item I have with no way to use it.
Shork with a Torpedo Nov 22, 2024 @ 5:36am 
A minor incompatible with Insectoid 2:

The new faction generated by the story was set neutral with the Hive, and my ally just happened to be on an infested map full of insectoids, Bugs not attacking them and so they.

And I just got rekt fighting both sides because they became hostile due to friendly fire and misfire damaged their building.
624932690 Nov 20, 2024 @ 5:25am 
Is it possible to make vehicle caravans not rest at night? Thanks