RimWorld

RimWorld

NoCaravanAbandon
74 Comments
NameHere 16 hours ago 
o7
KawwaK Jul 10 @ 12:56pm 
o7
Ed86  [author] Jul 10 @ 8:12am 
rip
Turkwise Jul 10 @ 5:23am 
Yes, this is basegame now.
daPhipz Jul 3 @ 2:19am 
Is this now basegame in 1.6? I didn't see anything about abandoned caravans in the Google doc changelog...
Nishe Jun 22 @ 11:15am 
o7
Braindamaged fox Jun 15 @ 3:42am 
o7
Llian Jun 14 @ 7:40am 
o7
Justacommonegg Jun 12 @ 12:19pm 
o7
-=GoW=-Dennis Jun 12 @ 3:58am 
o7
Ed86  [author] Jun 11 @ 11:22pm 
o7
GanjaMan [NL] Jun 11 @ 3:13pm 
o7
SmugKitsune Jun 11 @ 11:37am 
o7
Botaxalim Mar 31 @ 8:22am 
this mod hard to find, should add more description or update image
damn i lost like 7 elite soldier because they all down, and one miss click on the edge of map, poof all gone, now i left with only 2 useless worker on my base. i decide play new fresh start. i wish i use this mod before that happen
ShyGuySpirit Jan 2 @ 3:27pm 
Finding this mod is a life saver. I was on a ice map where slipping on the floor cause my caravan to be abandon. Thanks.
Stellar ❤️💙💛 Sep 16, 2024 @ 9:22pm 
Thank you! This was driving me nuts!
ODevil Sep 9, 2024 @ 10:06am 
Yep, I can safely save in the dungeon now. Thanks for fixing it and thanks for reminding me how buggy Steam can be as well >.<
Ed86  [author] Sep 9, 2024 @ 9:42am 
code that could cause that error was disabled, resub mod, restart pc, idk, it should be
NoCaravanAbandon(Ed86.NoCaravanAbandon)[mv:3.1]: NoCaravanAbandon(0.0.0)
ODevil Sep 9, 2024 @ 9:14am 
Thanks for the quick update, but it appears to still be broken. :/ Caravan was lost again on the lowest/mineral floor of the dungeon, happens immediately when saving. However, it seems to happen only on that last floor. The pawn I had on the first floor of the dungeon was fine.
This time I managed to capture the error in hugslib log as well: https://gist.githubusercontent.com/HugsLibRecordKeeper/c59bab9b624adc8c48648e395e284c36/raw/2c6dc12978dde1476d7babc3d684a022dff2f340/output_log.txt
Seems to be the same error as in my previous post.
Ed86  [author] Sep 9, 2024 @ 4:49am 
ODevil, try now
King Baddabing, this should be in vanilla since like 1.1 but reality is cruel

perf issue: new version should probably be slightly better
ODevil Sep 8, 2024 @ 8:25am 
There's a compatibility issue with Dungeons Core where the caravan is randomly abandoned when inside the dungeon. Issue might occur specifically when the game saves, but I'm not 100% certain. After removing this mod, the issue no longer occured.
HugsLib log did not show the error, for some reason, but it's in the player.log: https://gist.github.com/ODevil97/c7c55358623916cc5306af73f90394b2 (view full log)
"Exception while saving NoCaravanAbandon.NoCaravanAbandonWC: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection."
King Baddabing Sep 7, 2024 @ 5:15am 
This mod would be perfect if it had one last feature in that we could choose to abandon if things are hopeless and we want capturing
Flamangos Aug 13, 2024 @ 10:37am 
@order prerogative, can confirm. longer game goes, the more RemoveMapNow uses up more performance. Had to remove
Hamacelos Jun 18, 2024 @ 4:53am 
been looking for this mod for long, thanks for a great mod.
Ed86  [author] Jun 13, 2024 @ 11:29pm 
no? pawn is not on map
Black_Overlord Jun 8, 2024 @ 1:46pm 
Can this fix aerocraft framework issue? If a pawn is loaded as a pilot/passenger, they dont exist for the game (and it deletes that map/says "game over"), so i need to load at least one pawn as cargo (which is a vanilla mechanic).
Mitz Jun 1, 2024 @ 5:04pm 
why did this take so long for me to find???? holy shit!!
-RedTrainer May 8, 2024 @ 10:57am 
sorry my bad, it worked unexpectedly despite the fact that i haven't changed anything.
Ed86  [author] May 7, 2024 @ 11:37pm 
you all better have detailed descriptions on how to test for your bugs
Cosmoros May 6, 2024 @ 8:48am 
I'm not sure about this, But I believe that this mod and VE Trading cause MASSIVE lag the longer the game goes on.

I am probably wrong, but I suspect that all caravans that come for contract items just don't delete.
-RedTrainer May 2, 2024 @ 9:00pm 
my pawns are still getting captured when they are downed, should i post a debug log somewhere?
Proxyer Apr 26, 2024 @ 3:32am 
Thank you for your update works!
Ed86  [author] Apr 26, 2024 @ 2:33am 
1.5 should work now

added Detailed map close logs toggle under dev-> verbose logging if anyone cares instead of always on

removed harmony sources, so mod now is 8 mb less
-RedTrainer Apr 16, 2024 @ 2:08am 
doesn't seem to be working in 1.5
D9sinc Apr 6, 2024 @ 2:42am 
Thank you. Even if you don't, it was a great mod to have in 1.4 and I want to say thank you again for responding.
Ed86  [author] Apr 6, 2024 @ 12:23am 
maybe
D9sinc Apr 5, 2024 @ 2:37pm 
Hello, I wanted to see if there were any plans to update this to 1.5?
Ed86  [author] Feb 29, 2024 @ 12:09am 
@-AmroWazzan
yes, there are sources and dependencies included

whats the problem? save your pawns and itll stop
-RedTrainer Feb 28, 2024 @ 11:46pm 
hey i was wondering...
are there any junk files in the mod's folder? its 8.6MB
i feel thats a bit too much for such a miscellaneous mod.

Also i'm having a problem with the mod constantly spamming "NoCaravanAbandon MapParent trigger Map_1" whenever all pawns have fallen.

Great mod by the way! i expected it to be more popular :cinnamon2:
Ed86  [author] Nov 9, 2023 @ 2:01pm 
yes
President Snew Nov 9, 2023 @ 11:32am 
Suppose this should be safe to add to an existing save?
Ed86  [author] Nov 4, 2023 @ 10:32am 
ideally there should be popup asking what to do, but its pain to mod so w/e
Deon ☣ Nov 4, 2023 @ 9:09am 
This is a GOD SEND! I had so many situations where some mod's interaction made the game think that "the caravan is lost". Or immortal pawns being lost forever because of this. This is really awesome.
ReadableName Jul 21, 2023 @ 1:54pm 
great mod, adds so little but so much.
TheMrEvil Jun 26, 2023 @ 12:00pm 
@Ed86 not sure if this is useful but pretty sure sos2 has a ship sensor thing that can keep a map open even if there are no pawns, if you get from github they have their source code available
Renix Jun 17, 2023 @ 1:58pm 
I was looking all over for something like this! god send!
Ed86  [author] Jun 13, 2023 @ 5:15am 
there probably is, but my quick attempts have failed
@ Jun 12, 2023 @ 3:54pm 
Is there a way to always keep the map open even if your pawns die?
Ed86  [author] Apr 14, 2023 @ 4:50am 
no, dead pawns no longer counted as pawns/colonists
laza boi Apr 13, 2023 @ 3:05pm 
could you add a setting so a caravan wont abandon after the pawns are dead?