RimWorld

RimWorld

Caravan Formation Improvements
131 Comments
Kopp  [author] May 24 @ 1:29pm 
@lalulu
Pawns that do not have another job already help loading the caravan in vanilla.
lalulu May 24 @ 12:17pm 
So many features but all i want is that all haulers in the colony would help with hauling goods to the caravan instead of just the ones that will travel.
Svela Apr 8 @ 12:04am 
Oh, BTW, raiders will kidnap your Force Downed pawns just fine. And once a pawn has been picked up the gizmo can't be used again to get them back up, the only option being for you to use dev mode to delete the "pretend to be downed" hedif. Otherwise said downed pawns will be taken off the map.
Svela Apr 8 @ 12:01am 
@Schmidt There is also the mod "Down For Me." It creates a gizmo that any capable pawn can use, forcing them to be downed which allows them to be picked up, rescued, or otherwise treated like they are incapacitated. I specify "capable pawns" because it will not work on pawns who are experiencing mental breaks or are already downed due to other means.

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.
Kopp  [author] Mar 14 @ 8:17am 
@Alison
There is a mod setting to disable that feature.
Alison Mar 14 @ 7:35am 
Can I make it so the traveling direction of my caravan on the world map (when the caravan leaves the local map) is unaffected by where the exit spot is set, like vanilla does?
Kopp  [author] Feb 8 @ 1:13pm 
@Schmidt
Maybe the mod "Injured Carry" is what you are looking for.
Schmidt Feb 8 @ 10:48am 
Is there any way to force a pawn to be carried? Once I have a prisoner that could walk but his movement was 20%, slowing the entire thing
Luv N Hugz |UwU| Nov 12, 2024 @ 9:47pm 
@Kopp Read and understood!
Kopp  [author] Nov 12, 2024 @ 9:42pm 
@Luv N Hugz |UwU|
See my comment from 25th of August 2023 at 3:45.
Luv N Hugz |UwU| Nov 12, 2024 @ 9:31pm 
Any potential for vehicles compatibility? If not that's fair, they're probably complicated. <3
D-Glad Nov 6, 2024 @ 5:26pm 
I can't believe I need a mod to do any of this stuff, it seems so basic.
MaX ScouT Nov 3, 2024 @ 2:32pm 
My saver. When i looting Real Ruins, take all what i can take before someone kick my ass (Steal and Run, like a kobold), my pawn... sniffing all base, before they go. This mod real save my nervous system
Kopp  [author] Oct 11, 2024 @ 12:56pm 
@McLets
Maybe "Just Leave Already" is what you are looking for.
McLets Oct 11, 2024 @ 12:09pm 
@Kopp do you know of any mod that would make retreating faster? I'm sick and tired of my pawns sitting around while being shot and stabbed.
Kopp  [author] Oct 7, 2024 @ 4:10pm 
@McLets
Nope.
McLets Oct 7, 2024 @ 3:57pm 
Does this mod allow colonists to retreat without gathering, say, during a massive invasion?
Kopp  [author] Jul 17, 2024 @ 7:16am 
@Veylox
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.
Kopp  [author] Jul 17, 2024 @ 6:20am 
@Veylox
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 :)
SP4RTAN Jul 14, 2024 @ 7:43pm 
@kopp I'm dumb. I honestly forgot that the caravan hitching spot was a vanilla thing. Whoops
Kopp  [author] Jul 14, 2024 @ 4:14pm 
@SP4RTAN
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.
SP4RTAN Jul 14, 2024 @ 2:14pm 
Sorry if this has been asked before but could you add a formation spot as well? The manually selected spot would take priority similar to the arrival and exit spots.

Basically just the same thing as Caravan Journey Spot but integrated into this mod since leeh already directs people to this.
Kopp  [author] Jul 13, 2024 @ 2:49pm 
v1.0.10 (RW 1.5 only):
- 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
Kateye Jun 27, 2024 @ 9:48am 
@Kopp have you considered using something like an area zone and then only choosing map edge tiles that are within the zone if possible? No need to actually build something then.
Nightfish Jun 22, 2024 @ 12:51pm 
Ah, okay. That's too bad but of course I don't know what the actual code looks like. If it's possible to add this in the future: amazing. If not, thanks for the mod as it is :)
Kopp  [author] Jun 22, 2024 @ 12:00pm 
@Nightfish
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.
Nightfish Jun 22, 2024 @ 11:31am 
Is it possible to permanently set an "exit spot" and an "arrival spot" for caravans? From the description I was expecting something like the "party spot" in the base game except this would have to be really close to the edge of the map and caravans would leave from or arrive there. If this is supported by the mod, I'm too dumb to see how to do it.
Eugene_of_Theodoro May 29, 2024 @ 4:39pm 
Thank you, this is so fucking useful
Jack of All Worlds May 18, 2024 @ 12:23pm 
No, I mean if I have another caravan on another map that enters combat on that map, the caravan forming on my home map won't form. I don't know if it is a mod conflict or not. RimWorld 1.5.4085 rev545. I think I've narrowed it down to a mod conflict with either Common Sense or Run and Gun but am working on trying to find the precise issue via log.
Kopp  [author] May 18, 2024 @ 11:21am 
@Jack of All Worlds
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.
Jack of All Worlds May 18, 2024 @ 10:51am 
I have found two issues: when I'm forming a caravan on my home map and any type of combat starts - even combat on another map, the pawns stop roping animals but proceed to the exit spot, so the animals are left loaded and roaming and "busy" so you can't make the caravan leave unless you remove all the animals. Second problem is that when you enter a map, you cannot unrope the animals from the spot they get automatically roped. I have turned off all "auto-rope" settings, same problem. I removed the mod, no more problems. Couldn't see anything obviously wrong in the log.
biggyzs May 16, 2024 @ 3:06pm 
ohh its in caravan creation not in archytect. My bad!
biggyzs May 16, 2024 @ 3:03pm 
Hmm it seems it does not work with caravan adventures. I dont have these options for spots in architect. But it calls no errors and it "seems" to work correctly. Weird. Are the spot options hidden somewhere?
Schloopy McPaddywagon May 15, 2024 @ 7:33am 
Yeah confirmed it doesn't work for Vanilla Vehicles expanded.

Oh well thanks for answering.
Kopp  [author] May 15, 2024 @ 3:01am 
@Schloopy McPaddywagon
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.
Schloopy McPaddywagon May 14, 2024 @ 11:15am 
Does this work with Vehicle Caravans from vanilla vehicles?
Kopp  [author] May 5, 2024 @ 4:08pm 
@bobyzozo
Issue should be fixed now.
Kopp  [author] May 5, 2024 @ 3:20pm 
@bobyzozo
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.
bobyzozo May 5, 2024 @ 3:06pm 
This mod seems to be breaking the anima tree linking ritual for me in 1.5, even when only Royalty and this mod are loaded. To reproduce:

* 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
Kopp  [author] Apr 29, 2024 @ 9:19am 
@vokisreeby
Are you talking about smth like this?
Almost There 1.5
vokisreeby Apr 29, 2024 @ 8:23am 
I really appreciate the mod. Would it be possible to add "force travel" to it?
Kopp  [author] Mar 13, 2024 @ 9:50pm 
v1.0.8:
- Support for RW1.5
MadArtillery Jan 24, 2024 @ 5:23pm 
Praise be the GET OUT ALREADY button
Nidorana87 Dec 15, 2023 @ 2:48pm 
I needed this!!! Especially the 'leave now' option. I was looking for this, thank you.
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...
kinngrimm Nov 11, 2023 @ 6:25am 
well the changge globaly would only be there for a picto second till you change it back again after setting the spot , right? May not be perfect, but maybe workable
Kopp  [author] Nov 11, 2023 @ 5:17am 
@kinngrimm
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!
kinngrimm Nov 11, 2023 @ 4:52am 
towards your problemm a suggestions if i may.
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
Kopp  [author] Nov 11, 2023 @ 4:17am 
@kinngrimm
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.
kinngrimm Nov 11, 2023 @ 4:04am 
My understanding of gizmo comes from programming 15 years back and it was ment for a neat feature, but not a nessecary one :) . Then i saw it is used widely here and i was wondering if i had it wrong. Thanks for the info.

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.
Kopp  [author] Nov 11, 2023 @ 3:01am 
@kinngrimm
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.