RimWorld

RimWorld

Camping Incidents
40 Comments
HalfdeadKiller  [author] Jan 18, 2023 @ 11:15am 
Judging from my notes here, it looks like this is version 1.4 of the mod, for Rimworld 0.16. I haven't played or modded Rimworld in a few years, and this is likely broken, if not already integrated into an existing mod.
VirtualRageMaster Jan 18, 2023 @ 6:20am 
Is this version 1.4 of the mod? Or is the mod compatible with Rimworld 1.4? I cant find one on the workshop that isnt flagged ingame as not for Rimworld 1.4

Would love to use but this is confusing.
[Liar] Lucky Jun 17, 2022 @ 10:13am 
Thanks I have found that '[SYR] Set Up Camp' has this as an option(off by default)
HalfdeadKiller  [author] Jun 15, 2022 @ 2:06pm 
no idea. It's possible this was added into the base set-up camp mod, if that even exists anymore. I haven't touched rimworld modding in quite some time.
[Liar] Lucky Jun 15, 2022 @ 8:20am 
Does this work with Rimworld 1.3?
Omega13 Aug 19, 2017 @ 12:04am 
Oh i meant to post this there, sorry
HalfdeadKiller  [author] Aug 18, 2017 @ 11:06pm 
Oh. The A17 version is functional by the way.
Omega13 Aug 18, 2017 @ 6:54pm 
So far this seems to be firing off the incidents reliably, though I had a raid show up to besiege my circle of tents with mortars, which was a little weird. Fun, though.
Omega13 Jun 12, 2017 @ 3:54pm 
That makes sense but I didn't want to assume. Thanks for putting it together!
HalfdeadKiller  [author] Jun 12, 2017 @ 3:53pm 
I'd imagine so. It is similar to the A16 version and doesn't add any like, items or what not.
Omega13 Jun 12, 2017 @ 3:52pm 
Well I'll give it a shot and tell you if I see any; maybe an additional pair of eyes will help. Is it save friendly?
HalfdeadKiller  [author] Jun 12, 2017 @ 3:47pm 
I've uploaded an A17 version, but I don't think it is fully functional yet. The incidents load and can be triggered with the debug menu, but I haven't seen the incidents activate on their own.
Omega13 Jun 12, 2017 @ 3:43pm 
Good luck! I really like this one so I hope you can get it going again. I wish I had some kind of modding knowledge so I could lend a hand.
HalfdeadKiller  [author] Jun 12, 2017 @ 2:56pm 
Doubel Strange. Now the debug incidents are functioning. Hmph.
HalfdeadKiller  [author] Jun 12, 2017 @ 2:50pm 
So far, I have been unable to get the storytellers to generate the incidents on the caravan map. Even using the debug tool results in nothing. Strange.
HalfdeadKiller  [author] Jun 12, 2017 @ 1:19pm 
Eh, upon further investigation. The incidents file names have changed and stuff. Gonna have to edit everything from scratch, and then post an A17 version.
HalfdeadKiller  [author] Jun 12, 2017 @ 1:08pm 
OH, boy. I think this mods files were on my laptop HD that died. Shoot. WELP. TIME TO TRY AND DO IT FROM SCRATCH. Just kidding I can just sub to this one and reverse engineer it.
Omega13 Jun 12, 2017 @ 9:54am 
So I've been using campsites a lot in A17 and over a couple of years of caravans, I've never had any sort of incident occur in one. So, at least in my experience, it appears that this mod would still be useful.
Eshmockmock May 31, 2017 @ 1:18am 
Thnx!
HalfdeadKiller  [author] May 27, 2017 @ 11:00pm 
Well, my mod was semi-simple really. All I did was copy the existing uh, incidents. Changed their code name, and had them affect the temp map (The map generated in caravan encounters and generated by the campsites mod). I'll take a look at the files again when I get around to it, and if I need to I'll prolly make a 0.17 version of this. If not, well, I'll just leave this here then!
Omega13 May 26, 2017 @ 11:03pm 
"Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity." It sounds like that would include campsites, but as they are from a mod, I wasn't sure.
HalfdeadKiller  [author] May 26, 2017 @ 10:53pm 
Oooo it has? I'll have to take a look-see. I haven't really been in a rimworld mood for a long time.
Omega13 May 26, 2017 @ 10:38pm 
The A17 patch notes seem to imply that the functionality of this mod has been incorporated into the vanilla game. Can anyone confirm/deny?
Hadows Feb 4, 2017 @ 2:04am 
i have problem with the workshop. The download doesn't start until i have finished all other download (i think steam give priority to update over mods.. sometime however is the opposite so i don't really know). In this case the download doesn't work, my internet sucks and i have a lot of download to do... So if you can i will really appreciate that. If you can't i can simply wait for some days and i should download it from the workshop.
HalfdeadKiller  [author] Feb 3, 2017 @ 6:23pm 
I mean, I suppose I can. Any particular reason why? Because the mod is saved in your steam workshop folder.
Hadows Feb 3, 2017 @ 2:23pm 
can you give a direct download link?
Omega13 Jan 18, 2017 @ 4:33pm 
It's really funny how these events can impact you so much differently (for better or worse) when you don't care about the permanent condition of your area. *Alphabeavers show up.* "Ummmm, okay, have fun guys..." *sternly moves firewood into the tent*
loreah Jan 10, 2017 @ 2:03pm 
@HalfdeadKiller That sounds like a possible cause of it, I wasn't paying attention at first and could have partially selected some of basemap and some of tempmap. Adding a description surely sounds useful! :D
HalfdeadKiller  [author] Jan 10, 2017 @ 1:55pm 
@loreah - I basically copied the incidents, so there are two of each of them now. Except the ones I removed. So with the scenario thing, its possible you disabled the WandererJoin for the BaseMap and not the TempMap. They both have the same label. If it helps, I could try adding Caravan to the end of any of the TempMap incidents to help with scenario editing.
loreah Jan 10, 2017 @ 2:08am 
I'm not sure whether it's a bug or mod conflict, but before this update, using scenario setting, I can disable incidents like refugee/pod crash but I can't disable wanderer join. I was still trying to test it a bit more but then I saw this new update, which makes the problems instantly go away anyway. XD Thanks for the great mod btw, it's awesome~
[PBS] Kafka Rambo Jan 9, 2017 @ 5:28pm 
Yeah I would agree - if it's not possible to make it like really rare, then removing escape pods etc. would be the way to go. Actually I had a camp for 6 or so days with this mod now, and there were no raids, but there was an escape pod lol
HalfdeadKiller  [author] Jan 9, 2017 @ 12:33pm 
Thinking about maybe also removing the incidents that add people to the colony count. In my playing, I've found that having people join my caravan to be a bit more annoying than cool. However raids and stuff are a nice addition.
[PBS] Kafka Rambo Jan 9, 2017 @ 7:44am 
Halved basechance sounds actually good. I have a caravan with camping stuff on the move, so I'll give it a try soon to see how it goes.
HalfdeadKiller  [author] Jan 8, 2017 @ 6:21pm 
I suppose I can try Halving each base chance value and seeing what that does. I also don't know if incidents on the TempMap are separate from the BaseMap incidents. Example, raids on the base map are not taken into account when the storyteller throws out incidents. Or are they all counted equally as far as difficulty spacing.
HalfdeadKiller  [author] Jan 8, 2017 @ 6:15pm 
A lot of the incidents do have a percentage chance you can edit. For example, the ManhunterPack event has a base chance of 2.0. RaidEnemy has a chance of 7.4. I'm not yet sure what the numbers really mean yet. I assume its a chance out of 100. So 7.4 = 7.4 percent of happening.
Tofemaster Jan 8, 2017 @ 4:00pm 
good addition to a good mod, hope this stuff gets added to the base game eventually and hope they give credit where its due.
[PBS] Kafka Rambo Jan 8, 2017 @ 1:30pm 
I like the idea, but would be great if chance of having incidents would be much less than in actual map, as Randy/Intense can be hectic at times as it is, and in those times you kinda don't want exactly the same amount of troubles doubled.
LordZarmack Jan 8, 2017 @ 6:16am 
should make a event called "Jason visits the campsite and kills a collonist" lol
HalfdeadKiller  [author] Jan 8, 2017 @ 12:01am 
Alright, did some quick edits. I think the only real issue was the sound from the Poison Ship Chunks and the Psychic Drone Ship Parts. Rest should be fine.
HalfdeadKiller  [author] Jan 7, 2017 @ 11:38pm 
I highly recommend using a semi-throwaway save for some testing. Preliminary testing encounters some sound issues when events like a poison ship chunk falls onto the TempMap. I unfortunately have to sleep. Will have to do testing tomorrow evening.