RimWorld

RimWorld

Visit Settlements
76 Comments
Nina Goblin ♥  [author] Oct 26 @ 8:08am 
@VitaKaninen It shouldn't break anything. I don't plan on using that mod myself so if it does, lemme know!
VitaKaninen Oct 23 @ 4:44pm 
Do you know how this mod interacts with Walk the World, since it also provides a way to enter settlements and trade with them?
PappaRen Oct 20 @ 6:50pm 
Thank you @Smash Phil
It works now, you damn legend.
Smash Phil Oct 20 @ 6:36pm 
@PappaRen Steam is not great at updating workshop items, you have to unsubscribe, wait for it to fully remove, and then resubscribe. Or force update it through steamcmd or a tool like RimSort.

This won't change your mod list and takes like 10 seconds to do.
PappaRen Oct 20 @ 6:32pm 
Is there a way for me to update the mod with the recent changes you just made, apart from unsubscribing and subscribing again? I noticed that I got an error when trying to use the debug menu and I’ve spent the last 3-4 hours troubleshooting and disabling mods etc and came to the conclusion that it was this one causing it. But if I understand correctly you’ve already patched the mod but I still can’t open the debug with your mod enabled. Am I supposed to click on a ”update mod” button somewhere?
(I’m fairly new to playing games that use the steam workshop for mods)
Sorry if this gives you a headache, I just really appreciate this mod and want it to work with the debug menu.

It worked fine yesterday and I haven’t installed anything since then.
Smash Phil Oct 20 @ 5:11pm 
They aren't assignable to cargo yet, only passengers. You'd have to drag them over to cargo after forming on the world map, or it'll automatically move them over before launching anywhere if they're not inside a vehicle (so they don't get left behind).

That whole 'Assign Seats' dialog needs to be redesigned. Though for aerial vehicles, yea the only way to load them would be through the gizmo. So everything should be working as intended yea? Let me know if there are still issues. Thanks!
Nina Goblin ♥  [author] Oct 20 @ 4:55pm 
@Smash Phil Never mind, I'm an idiot worm!! If you're only meant to load them by clicking the gizmo directly on them, it's all working fine!
тетеря, блин Oct 20 @ 4:49pm 
would be cool to have special kind of events for those moments when you're on a settlement's map (otherwise not triggering).
Nina Goblin ♥  [author] Oct 20 @ 4:31pm 
The VF compatibilty patch was removed, as it isn't needed and was throwing an error that prevented the debug menu from opening. I already patched in the vanilla dialog, but when I try to load animals into the caravan as cargo, they aren't listed as an option. I can only have them follow the caravan or enter the heli as a passenger.

Everything else is working perfectly!
Smash Phil Oct 20 @ 2:38pm 
Ah, first issue in your 'Known Issues' section should also be fixed now yea? Animals and mechs get loaded to cargo now assuming there's room. They should only get left behind if there's absolutely no room left in the heli.
Nina Goblin ♥  [author] Oct 20 @ 1:58pm 
I kept it there just in case, but I'll be sure to take it out now that I know it isn't needed. Thank you, Phil!!
Smash Phil Oct 20 @ 1:50pm 
Hey Nina, just a heads up that I removed Dialog_FormVehicleCaravan in the latest update, that dialog was deprecated in the initial 1.6 update (though I should've marked it obsolete so that's on me). I removed it in 1.6.2144 as it's been unused for a few updates.

VF uses the vanilla dialog now, so if you're patching that already then you should be fine to just remove the VF compat dll entirely.
Errant_Prophet Oct 20 @ 2:48am 
If I have Odyssey, will this lend me land a ship on a settlement tile without destroying it when I leave or aggro-ing the colony?
fyodord Oct 16 @ 3:47pm 
Do our items actually not mixing up with settlement items now? It's what made me uninstalled this mod despite neat ideas.
LordBeef21 Oct 15 @ 11:58am 
PRAISE TO SMASH PHIL, AND NINA GOBLIN, ENSURERS OF COMPATIBILITY AND RIGHTEOUSNESS!
Nina Goblin ♥  [author] Oct 13 @ 11:24pm 
@Blues Drive Amelia Yeah, don't make a pacifist steal stuff :steamhappy:
Ano Oct 13 @ 9:53pm 
Dang, I thought I could visit a hostile base so I don't have to worry of them having wallhacks and now attacking where I am
Blues Drive Amelia Oct 13 @ 8:10pm 
A faction became hostile to my colonist when he was stealing stuff inside a closed room and then he could no longer leave the room. There was an option to melee attack the doors but unfortunately my colonist was incapable of violence. Could there be some solution to this made? >.<
veoba Oct 12 @ 2:51pm 
From VF page: - Added compatibility for Visit Settlements
Foxy Sep 27 @ 12:44am 
the mod is very good thanks
AllyJamy Sep 19 @ 11:55pm 
@Nina Goblin If there are performance concerns maybe make it an optional toggle? Thanks for your hard work.
FkYoSht Sep 19 @ 8:58pm 
Bet. Thanks gang :ily:
Nina Goblin ♥  [author] Sep 19 @ 3:42pm 
@FkYoSht Oh shoot! Or use any vehicle from any Vehicle Framework mod because it works again! You can enter the map with a vehicle and bring all your stuff or take whatever you buy (or don't buy :slimetabby:). Shuttles and vehicles, yaaaay!
Nina Goblin ♥  [author] Sep 19 @ 3:35pm 
@AllyJamy Isn't that basically what guests already do? Adding more needs would make things more performance heavy. More tick tick ticks! But I guess if more people want that, I'll add it.

@FkYoSht That would include working around Odyssey's whole "Landing the gravship directly at a faction base is a hostile act/raid" thing AND the gravship damaging the tile after it leaves the map, making it unvisitable. Those are more make Odyssey less meanie changes than Visit Settlement involved. But you can pretty much already drop directly in with a shuttle!

@xuelin Gotta be more specific than that bud. But trading items in settlements worked fine in testing, as well as changing the traded items via settings!
xuelin Sep 19 @ 10:57am 
Is the item being traded too fixed.:steambored:
FkYoSht Sep 16 @ 3:30pm 
Question: In the future, would it be possible to include Gravships to this fantastic mod? It would be sick if I could land directly next to a faction settlement and trade.:Gifting:
AllyJamy Sep 12 @ 6:38am 
Is it possible so that faction inhabitants behave more like guests? Right now they just wander around the centre of their town and occasionally engage a raider or mad animal. Only have 3 basic needs. Some don't use the beds available to them either. Great mod. Makes nomading much more enjoyable.
Nina Goblin ♥  [author] Sep 6 @ 7:31pm 
@Smash Phil Okay magic man, one of your updates fixed it. Hooray and thank you!!! I'm updating the compatibility section!
Smash Phil Sep 6 @ 5:57pm 
Are there any steps required in order to reproduce the issue? Seems to work just fine. I remember testing this awhile back and got some exceptions when entering, but that seems to no longer be the case.
Nina Goblin ♥  [author] Sep 6 @ 3:05pm 
@Smash Phil Thank you, I love you
Smash Phil Sep 6 @ 3:04pm 
@Nina I'm looking into it now, the bug report wasn't ignored I just haven't had time to get to fixing incompatibilities until now.
Michael Jackson Sep 5 @ 3:54pm 
Is there a similar mod? I want to be a nomad ( '-' *)
Nina Goblin ♥  [author] Sep 5 @ 1:54am 
@ThaLordBalor I hate you, I've been stuck in my car for 3 hours and now the vehicle framework compatibility is all I can think about.

Thanks to you, I have to look at it again when I get out of this silly little goblin trap or it'll drive me crazy!! I HAVE TO FIX IT! AAAAHHH!!! I HATE CARS I HATE THEM!!! AAAAAAHH!

(I don't actually hate you ThaLordBalor)
ThaLordBalor Sep 4 @ 10:02pm 
Has there been any workaround found or anymore information on if there will ever be compatibility with Vehicle Framework? Im doing a 40k style modpack and I would love to roll into a colony with several massive super tanks lol
Proxy Aug 12 @ 10:48am 
I remember you can take items when leaving the settlement by reform caravan.
Nina Goblin ♥  [author] Aug 12 @ 10:02am 
@Anarcho-Beerdrinker

It looks like this mod more or less does the same things as this one! I think it's vehicle framework compatible, but it might be a little more performance heavy as he mentioned.
Anarcho-Beerdrinker Aug 12 @ 12:45am 
calling out Vehicle Framework right now for not responding, I miss my vehicles D:
watertank Aug 10 @ 6:41pm 
does this work with passenger shuttles introduced in odyseey?
LioTheManlyBadAssHero Aug 10 @ 7:30am 
Fr im sorry as heck that VVE/Vehicle Framework aint working right w it
Nina Goblin ♥  [author] Aug 9 @ 3:15pm 
@thesoupiest Yes!

@тетеря, блин No!
тетеря, блин Aug 9 @ 2:23pm 
reuse «Real Ruins» blueprints 🙏 tons of custom bases mady by hands of real people.
thesoupiest Aug 9 @ 2:18pm 
So we can visit settlements as long as we don't do it via vehicle?
RutraNickers Aug 8 @ 4:37pm 
@Marmot it's written in the description
Marmot Aug 8 @ 11:22am 
quick question, why is this marked as incompatible with vehicle framework?
󠀡󠀡 Aug 7 @ 10:37pm 
oof my bad i did miss read it lol
Nina Goblin ♥  [author] Aug 7 @ 10:26pm 
You're mixing up Vanilla Base Generation Expanded with Vehicle Framework silly billy. Reread the compatibility section!
󠀡󠀡 Aug 7 @ 6:56pm 
question about Vanilla Base Generation Expanded not working
i have alway installed every VE mod yeh i know im crazy for it and used this mod for a long time and never have notice any issues with VBGE what exactly is the issue with these to mods? should i be concerned lol
Nina Goblin ♥  [author] Aug 6 @ 7:20am 
@doeulas No error log, so I don't know what needs fixing! :slimehappy:
doeulas Aug 5 @ 2:34pm 
Probably an issue with Odyssey since I've removed it and now it is working
doeulas Aug 5 @ 2:16pm 
I just can't visit another settlements, no matter what I do, there is just no option to do it (Mods + Odyssey)