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Pawns that do not have another job already help loading the caravan in vanilla.
One thing to keep in mind is that it can make certain situations trivial since you can simply force a pawn down and then back up to avoid man hunters or bugs/raids. However, I feel that is more of a feature than a problem as it is up to the player to decide when to use the gizmo. If you want to exploit it go for it, but if you want to RP it then more power to you.
There is a mod setting to disable that feature.
Maybe the mod "Injured Carry" is what you are looking for.
See my comment from 25th of August 2023 at 3:45.
Maybe "Just Leave Already" is what you are looking for.
Nope.
1. Then go complain at caravan journey spots mod.
2. Stop talking trash about a mod.
If there is issues caused by the mod, report them properly. Then the author can fix it.
If there is compatibility issues, report them properly. Then the author can evenutally fix it or tell people to not use in combination with mod XY.
But "horrendous mod", "messes with AI so bad", "this mod manages to make caravans even worse" is just rude.
And you did not even test if it is caused by the mod at all.
That kind of behavior isn't even worth a response, lucky for you that you got one.
I honestly dont know what you are talking about...
- This mod never stated that you can leave from your base. You can leave from the map edge. No teleportation.
- When exiting a quest map:
* When there is not threat left, you can do "reform caravan" on the world map, which then instantly makes a caravan on the world map, pawns dont need to leave the map. That is vanilla.
* When there is still a threat, there is the green color at the map edge, where you can leave manually. The mod does not change this.
If you think the mod is causing issues, load ONLY the mod.
Test your case. Do a proper report. Then things can be fixed.
Otherwise fck off dude :)
Not sure if I got you.
From reading the description of the linked mod, it adds a spot where caravans leave/enter the map.
My mod has this feature as well. Before the latest update only manually per caravan, now with a default spot as well.
You said "formation spot":
Vanilla has the "caravan hitching spot". Caravans will form there. Animals are gathered there and so on.
That is what you are asking for, isn't it? A formation spot.
With my mod you can then use the gizmo "select formation spot" to change it as often as needed. E.g. loading stuff from distant stockpiles.
Basically just the same thing as Caravan Journey Spot but integrated into this mod since leeh already directs people to this.
- added two new buildings: Arrival and Exit Spot
*found in the misc tab; appearance can be disabled in the mod settings
*priority is as following: manually assigned spot for a caravan > built spot > vanilla
- fix: hovering over gizmo "next caravan member" now points to downed caravan members as well
- new translation strings
No, it needs to be done per caravan.
I have not found a good way to place a spot/building on the map edge.
Maybe I will give it another try sometime in the future.
Without a log I dont even know which RW version you are on.
I used 1.5.4069 for my tests.
First problem:
Not sure what you mean with "combat starts", I guess you mean your caravan forming colonist gets attacked/shot at.
Works fine on my end:
Colonist is bringing roped animals to the map edge. Enemies start shooting, roped animals get unroped and flee. After the shooting is over and animals calmed down, they walk to the map edge by themselves.
Second problem:
Colonist assigned to work type "handle" can unrope animals, they will even do it automatically. Just tested it when arriving on the home map.
If "rope on arrival" is deactivated (and you restarted the game after changing mod settings) animals do not get roped on arrival in my test.
=> I cant reproduce the issues, it seems to work fine on my end.
If the issues persist with just this mod loaded, I need the exact steps to reproduce the issues.
If its a mod conflict, please tell me the conflicting mod.
Oh well thanks for answering.
I dont think so.
Afaik vehicle caravans are using their own caravan system.
I have no intention to patch their mod.
So it works for the normal caravans, but not for the vehicle ones.
Issue should be fixed now.
Thanks for the detailed report!
I will see if/how to fix it asap.
For now you can disable "Pawns respect their zone on caravan pause" in the mod settings, as that feature is causing the issue.
* Tribal start, assign everyone to meditate all day at the anima tree.
* When 20 anima grass are grown, right-click on the tree and attempt to start the anima linking ritual.
* An error occurs when the anima linking dialog pops up. You can attempt to continue with the ritual anyway, but another error occurs, and ritual is not performed.
Hugslib log: https://gist.github.com/HugsLibRecordKeeper/5ae7f5bb22e6f12496a844b633ea3507
Are you talking about smth like this?
Almost There 1.5
- Support for RW1.5
So problematic when you need to flee with as much food as you can, but then everything gets worse and you need to leave NOW but the slowest idiot of the party needs to unload a last stack of corn from the field, in the middel of the line of fire. Gets shot, you either choose to leave the idiot or have more casualties trying to recue him, etc...
Thanks for the suggestions.
Changing the map edge globally (for all buildings) is not a big deal.
But changing it for a single building is (or at least it was for me).
I think I had a solution in mind but the extra code would have been executed every time you place a building, which I would consider bad practice.
However... I will give it another try someday!
I saw a mod that allowed for placing buildings in that otherwise restricted zone and then ofcause the mod i intend to use, if you look into their code you may find the answer i guess.
https://steamcommunity.com/sharedfiles/filedetails/?id=1546494565
https://steamcommunity.com/sharedfiles/filedetails/?id=2370637341
I am currently not sure, if mods that change the spot where caravans enter/leave a map are incompatible.
You might give it a try, as at least this mod should be safe to be removed from a savegame.
Eventually I am going to add that feature someday. Iirc I already tried, but couldnt figure out how to make buildings placeable at the map edge.
I have another mod for setting permanent entry/exit points but before your explanation of Gizmo wasn't sure if i needed it. Making that choice on a caravan to caravan bases. i guess meightstill come in handy in situations where my gates are camped by manhunters on side of the map.
Gizmos are the buttons that appear and that you can click when you have selected something.
When you select a bed, there appears a few buttons near the bottom of your screen: Deconstruct, Uninstall, ...
So the gizmo "Change caravan formation spot" appears, when your colonists are forming a caravan and you select one of them.
Why is it called gizmo? I dont know, I think the term is used in the code of the game.