RimWorld

RimWorld

Camping Incidents - A17
41 Comments
HalfdeadKiller  [author] Jan 22, 2018 @ 10:58pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=1278773564
Works on B18. Basic Version. May create an Advanced and more customizable version in the future.
HalfdeadKiller  [author] Jan 22, 2018 @ 7:57pm 
That was stupidly annoying to figure out.
HalfdeadKiller  [author] Jan 22, 2018 @ 7:57pm 
For example. If I set his Set Up Camp IncidentTargetType to MapPlayerHome any incident that can fire on MapPlayerHome can also fire on his map object.
HalfdeadKiller  [author] Jan 22, 2018 @ 7:56pm 
Holy hell I figured it out. Each object in the world (Caravan Camp, Bases, Escape Ship) has a defined incident type. Nanondalt's Set-Up Camp mod is missing that incident definition. After giving his world object an incident type, I can have it fire whatever incidents that can fire on that incident type.
HalfdeadKiller  [author] Jan 22, 2018 @ 7:29pm 
Alright. I have no idea. It's like the Set Up Camp map exists, but I can't figure out what it is defined as, so the storyteller and incidents don't know they can be fired on it.
HalfdeadKiller  [author] Jan 22, 2018 @ 7:12pm 
After reviewing the Set Up Camp mod. I think I may have found a solution finally. One moment.
HalfdeadKiller  [author] Jan 22, 2018 @ 7:09pm 
Yeah I don't know how to get this working again. Stuff isn't really making sense and I'm having trouble figuring out what I have to change to get things to show up on the Set Up Camp map.
Light Dec 10, 2017 @ 8:50am 
Don't worry about it, take all the time you need! Hope you feel better btw.
HalfdeadKiller  [author] Dec 9, 2017 @ 10:18pm 
I've been annoyingly sick the past week... haven't been feeling up to doing testing of stuff. I'll get it working Monday. Or at least post some sort of status on testing.
Light Dec 9, 2017 @ 8:09am 
B18 update?
Radical Rust Nov 25, 2017 @ 5:10am 
Ok, no worries. Take all the time you need :)
HalfdeadKiller  [author] Nov 24, 2017 @ 7:27pm 
Preliminary tests yielded no results. Some things have changed in the update, and I gotta figure out what bit makes incidents fire on a map. This might take a few evenings.
HalfdeadKiller  [author] Nov 24, 2017 @ 6:12pm 
Oh bollocks. I am a poor mod developer and forgot about it. Alright! Investigating code now!
Radical Rust Nov 21, 2017 @ 12:08pm 
How is that update coming along?
HalfdeadKiller  [author] Oct 24, 2017 @ 4:58pm 
Oh there is A18 out now, isn't there. Interesting. I'll have to do testing and stuff. Gimme like a week or two to examine changes for 0.18.
Tzeentch Oct 24, 2017 @ 3:54am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
HalfdeadKiller  [author] Aug 2, 2017 @ 10:59pm 
I have created a discussion thread for patch requests. Post there if you are using a specific storyteller mod you really like and can't quite figure out how to make an xpath for it for this mod to work with it.
HalfdeadKiller  [author] Aug 2, 2017 @ 7:05pm 
I have separated the current patch included by default for Double Population storytellers. Please subscribe to the new mod if you use that mod and want this mod's features.
HalfdeadKiller  [author] Aug 2, 2017 @ 6:42pm 
The side effect of having modular patches that check if a mod exists before patching it, is that if the compatible mods do not exist, it throws a Patch Operation Failed error. That error is probably because I added a check to see if the Double Population Storytellers I linked above is loaded. If it is not loaded, the patch operation for that mod will fail and throw an error. The patch will, however, still work for the vanilla storytellers.
HalfdeadKiller  [author] Aug 2, 2017 @ 6:41pm 
A17 introduced XPathing, which allows mods to inject code into existing .xml files. This means you can have code that checks if a mod is installed, and then patch that mod to work alongside it.
HalfdeadKiller  [author] Aug 2, 2017 @ 6:40pm 
@Rage@oVRactive - The patch operation failed is probably because you don't have the optional mod. I'm probably gonna split the optional patches into separate mods, because it causes troubleshooting issues.
Sallex Aug 2, 2017 @ 2:17pm 
U have set up camp?
VirtualRageMaster Aug 2, 2017 @ 12:03am 
Hi! Im getting patch sequence failed when trying to only load this mod, which is a shame because it says A17 compatible and seems like a pretty awesome mod! Will keep subbed incase you can effect a fix as the game sorely lacks the functionality you bring. Warm regards! -RageMaster
Incredible Gassy Jul 5, 2017 @ 7:48am 
it works! I read about what you said about the timer, what I did is abandoned my settlement. But Im getting all the events i usually would. Thanks!
HalfdeadKiller  [author] Jul 4, 2017 @ 9:23pm 
Update sent out. Feedback appreciated.
HalfdeadKiller  [author] Jul 4, 2017 @ 8:53pm 
Hmm. Upon closer inspection. I think that the way I have it set up, the threats for the colony and the camp are tied together. Which means when one fires on the Camp, the timer is reset for the Colony. I'll push out the current working version I have right now and experiment with a different way of implementing the mod.
HalfdeadKiller  [author] Jul 4, 2017 @ 8:44pm 
Phase Two testing appears to have succeeded. Xpath patching appears to be functional. Expath patching also function with Double Populations Mod. Cleaning up folder and then probably pushing out an update.
Incredible Gassy Jul 4, 2017 @ 8:02pm 
Gotcha thanks
HalfdeadKiller  [author] Jul 4, 2017 @ 7:16pm 
Initial testing successful. Editing Randy Random to spawn incidents on MapMisc results in incidents firing on the MapMisc slot. Testing on how to modularize and allow evens on both the PlayerHome map and the MapMisc map shall begin.
HalfdeadKiller  [author] Jul 4, 2017 @ 6:45pm 
Well. It doesn't work yet. Unfortunately I haven't had time to do any tests to get it to work yet. Been busy with work and some other projects. I am really sorry for the delays!
Incredible Gassy Jul 4, 2017 @ 6:30pm 
so how do you work this mod?
HalfdeadKiller  [author] Jun 24, 2017 @ 9:04pm 
Works been, busy. And it's hot where I live so I've been fairly tired when coming home. Hopefully I'll be able to get some stuff done in the next couple days.
Omega13 Jun 23, 2017 @ 7:22pm 
Well I'll be happy to help test it whenever it's ready. This is a fun mod; really makes exploration a lot more unpredictable.
HalfdeadKiller  [author] Jun 23, 2017 @ 7:08pm 
It's gonna be a little bit to get some storyteller edits and testing done. If I do have to make edits to it, I want to see if I can make it using the new xpath commands. It'll let it be compatible with any mods changing or adding things to the storytellers. This will require learning.
HalfdeadKiller  [author] Jun 23, 2017 @ 6:11pm 
I was afraid of that. I have a feeling that adding incidents require storyteller editing, compared to the simplicity of adding them in 0.16. I'll have to muck around with some storyteller editing, see if I can't get them to actually toss out the events.
Omega13 Jun 23, 2017 @ 2:11pm 
I am using the Double Population Storytellers mod and I have to say I am not entirely sure whether or not this is doing anything. I got occasional eclipses and whatnot, but I was also getting them in my main faction base so it may have just been affecting a large area? I dunno.
Omega13 Jun 13, 2017 @ 11:43am 
Wicked that's what I thought as well but I think it meant from the temporary maps established by ambushes and raids and the like. I played three years in A17 with constant caravanning and never had a single camping event.
HalfdeadKiller  [author] Jun 12, 2017 @ 5:13pm 
From what I've seen, theres no incidents or anything in the map that Set Up Camp sets the camp up in.
Tyrant Jun 12, 2017 @ 5:05pm 
I might be mistaken. I thought there was a patch note about it or a comment by the author somewhere but I can't find any such thing...
HalfdeadKiller  [author] Jun 12, 2017 @ 4:51pm 
From what I understand, Set-Up Camp doesn't add incidents. I'm doing some testing to see if any show up with just Set-Up camp turned on to find out.
Tyrant Jun 12, 2017 @ 4:45pm 
I thought Incidents were made baseline in Set-Up Camp?