RimWorld

RimWorld

Almost There! Fork
110 Comments
Duztamva  [author] Nov 17 @ 4:48pm 
https://github.com/duztamva/Almost-There-Fork-1.5-/
You can check the code on github, I tested and found nothing red in the log, and I'm pretty sure this mod does nothing to the combat system
dominicawb Nov 17 @ 3:08pm 
You should be careful using AI to code for you, investigating something that broke Combat TODAY, testing if this is the culprit
Yoann Nov 17 @ 7:55am 
Thank you!
Duztamva  [author] Nov 17 @ 4:38am 
The setting you needed is now updated with help from Deepseek.
Duztamva  [author] Nov 17 @ 3:42am 
It would take a while, you may set Almost There! hour to 0 temporarily
Yoann Nov 16 @ 2:26am 
Could you add a setting to choose the default caravan behavior please?
I would prefer that 'Going normally' is default, and manually change to 'Almost there' only for emergency. I got some pawns arrived at quest sites totally exhausted with 'Almost there'.
MogekoOP Nov 13 @ 8:55pm 
The comment below is the absolute truth.
Ciaran Zagami Oct 18 @ 6:42pm 
Lost my week of colony to a raid, could have probably fought it off if I had everyone available but the trade caravan decided to take a nap one world space away from my colony.

If the devs gave a ♥♥♥♥ stuff like this would be added in the update instead of crappy overpriced DLC that consists of one stolen mod and 50 bird types.
NOVA Oct 14 @ 3:33pm 
Yes it works now, thank you!
Duztamva  [author] Oct 13 @ 7:51pm 
Strange. try resubscribe this mod, maybe it didn't update in your game.
I will upload update again anyway.
NOVA Oct 13 @ 2:50pm 
Okay I checked in game now and I still seem to have the problem, hmm. I formed a normal non vehicle caravan as well just to check and the non vehicle one did have the "Almost There!" button, but not the vehicle one. Maybe my current game is still using the old version of the mod?
NOVA Oct 11 @ 8:46am 
Oh okay, no problem! I'll go and check if it works now for me soon, if it doesn't i'll let you know.
Duztamva  [author] Oct 11 @ 3:07am 
Forget about it, I figured out what caused this and fixed it, sorry for being dumb
NOVA Oct 10 @ 3:35pm 
No it's a vehicle caravan. The thing is that i used to see it on my vehicle caravans just fine earlier in the playthrough, which is very strange. My mod list is massive, but I will see if I can atleast provide a log.
Duztamva  [author] Oct 10 @ 3:09am 
Regular caravan? Mod list? Any log?
NOVA Oct 9 @ 6:41pm 
For some reason, the "Almost there!" button doesn't appear anymore on my caravans. Any idea why?
Duztamva  [author] Sep 29 @ 2:38am 
I have no idea, especially without log. My mod only adds additional judgments for night rest, and the original judgment will not be changed.
Duztamva  [author] Sep 28 @ 3:09am 
Safe to add and remove
MassiveRockP Sep 27 @ 7:14pm 
Is it safe to add mid play through or nah?
Duztamva  [author] Sep 26 @ 6:12pm 
log?
zukuni289 Sep 26 @ 10:31am 
doesnt work
Duztamva  [author] Sep 24 @ 2:35am 
Ah forget that, guys will understand these parameter's effect
llunak Sep 23 @ 8:43am 
Ah, I missed that those are not used. Presumably they should be passed as the tooltip argument to SliderLabeled().
Duztamva  [author] Sep 23 @ 8:07am 
Well that's pretty awkward...... just noticed that "_Description" never appeared actually.
llunak Sep 23 @ 7:36am 
@Duztamva I think we do not understand each other. What I'm saying is, WorldPathGrid_CalculatedMovementDifficultyAt_Patch adds a new translation string "AlmostThereNightFactor", which is not present in Languages/English/Keyed/GameplayCommands.xml in the workshop version of this mod. As said in https://github.com/duztamva/Almost-There-Fork-1.5-/pull/1 , since the git repo doesn't include translations, I could't include it in the PR, and it needs to be added.

You added "AlmostThereNightFactor_Title" and then also added on your own "AlmostThereNightFactor_Description", but not "<AlmostThereNightFactor>Night</AlmostThereNightFactor>".
Duztamva  [author] Sep 23 @ 2:41am 
Sorry, my weird issue, fixed
@llunak added a Night Factor, which can be adjusted to make caravans move slower at night.
Readtext Sep 22 @ 9:05pm 
What's changed? Well, except for the new pop-up error.
Cal Sep 22 @ 10:42am 
Not sure what was changed, but the mod throws an error on load now and the options menu is listed twice.
llunak Sep 22 @ 8:33am 
@Duztamva The current workshop version is missing it. I listed two, you added another, but the mod has only 2.
Duztamva  [author] Sep 22 @ 7:30am 
Added actually, I just forgot to upload it in github
llunak Sep 22 @ 6:56am 
@Duztamva The "AlmostThereNightFactor" translation string is missing.
Duztamva  [author] Sep 22 @ 6:15am 
Night Factor added, default set to 1.0
Duztamva  [author] Sep 21 @ 6:19pm 
Awesome, I'll check
llunak Sep 21 @ 1:54am 
@Duztamva You have a github PR with the night factor change.
Duztamva  [author] Sep 13 @ 2:45am 
Duztamva  [author] Sep 10 @ 4:28am 
Well not yet, but good idea, I'll try to create a git repository later. It would be great if there was a night travel speed rate that players could adjust.
llunak Sep 9 @ 2:44pm 
@Duztamva Do you have a git repository for this somewhere available? I find it a bit cheaty that this allows to rush through the night without any penalty. I think caravans should move more slowly during the night, and think it makes sense to have it as a part of this mod instead of making yet another one.
无终太一 Sep 2 @ 4:45am 
去家附近的任务据点绑人.看就这点距离没治疗.结果在距家一格的地方睡觉了 他睡觉了 w(゚Д゚)w
人死的只剩3/2 气死我了
Duztamva  [author] Sep 1 @ 5:38pm 
我不知道,你开个测试档试试?
✪ Homura Sep 1 @ 11:06am 
大佬,这个可以和You Drive, I Sleep一起用吗?现在载具框架晚上不开车了,很难受
SquirrelGoblin Aug 26 @ 5:49am 
... I never noticed that.
Wow.

Thank you, that went completely over my head.
SquirrelGoblin Aug 26 @ 5:28am 
I'll try! Sorry if I missed something :D
Duztamva  [author] Aug 26 @ 3:14am 
@Paprikahörnchen Click "Almost There!" button multiple times
cherry-wave Aug 26 @ 2:49am 
@Paprikahörnchen, it is "never rest" toggle right after "almost there" it does what it says for me?
SquirrelGoblin Aug 26 @ 12:11am 
Hello! Love this mod.
But I'm missing the option to force the caravan to not rest anymore. Any plans to readd it?
Duztamva  [author] Aug 24 @ 12:04am 
Your translation added. Thanks.
Tkhakiro Aug 23 @ 4:43pm 
@Duztamva hello! Thank you for supporting this cool mod! I have made localization into Russian for the current version of the mod:https://drive.google.com/drive/folders/1uvVw4wFrqhW2Pl0TFR1LV7cqK1g3MXZB?usp=sharing
Skyshadow Jul 29 @ 7:18pm 
Weird. Like I said, removing the mod was the only thing that fixed it. I did take a fox form the foxes mod and a dino from the prehistoric mod so maybe it was that?