RimWorld

RimWorld

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Caravan Formation Improvements
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Mod, 1.3, 1.4, 1.5
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1.458 MB
2 Feb, 2023 @ 8:33am
13 Jul @ 2:46pm
11 Change Notes ( view )

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Caravan Formation Improvements

Description
A few features that should help forming/managing a caravan.



Features:
  • Change the caravan formation spot: Essential if your caravan needs to load stuff from stockpiles that are not close to each other. Let them load stuff at a spot, then switch the spot.
    This can be done either while being in the "form caravan" dialog (new button "set a spot" at the bottom, next to "send") or per gizmo.

  • Select a exit spot: Sometimes you may want your caravan to exit at a specific spot
    This can be done either while being in the "form caravan" dialog (new button "set a spot" at the bottom, next to "send"), per gizmo or per building "exit spot".

  • Select a arrival spot: Select a spot for your caravan where it should enter the map.
    This can be done when you are on the world map and tell your caravan to enter a settlement/temporary map (the map needs to be created already). The dropdown menu will have a new option called "enter at specific spot". Or per building "arrival spot".

  • Pause the caravan formation: Helpful when the caravan can not safely exit the map or when your pawns need to get their mood improved before leaving.
    This can be done per gizmo.

  • Leave immediately: Mostly everything is loaded, but one unnecessary item on the other side of the map is missing. Your pawns are close to a mental break. Just tell them to leave now.
    This can be done per gizmo.

  • Next caravan member: Clicking on that gizmo will jump to the next caravan member and select it. Hovering is pointing to every caravan member.
    This can be done per gizmo.

  • Rope on arrival: If set to true, animals will be roped on arrival if they would not otherwise. So if there is no available pen, instead of running free, the mod tries to bring the animals to a hitching spot. If that fails, it will rope the animals to the ground. Mod default is true.
    Mod setting.

  • Rope when caravan gets paused: If set to true, animals roped by a pawn are roped to the ground instead of running free when the caravan formation gets paused. Mod default is true.
    Mod setting.

  • Distance to next ropeable animal: When roping a animal, pawns check if in the radius of 10 cells there is another animal to rope. Mods default is 20 cells.
    Mod setting.

  • Maximal animals to rope at once: When gathering the caravan animals, pawns can collect 10 animals at once. You may want to increase that number. Mods default is vanilla.
    Mod setting.

  • Cancel caravan confirmation: If set to true, there will be a confirmation window if you click the vanilla gizmo "cancel forming caravan". Mod default is true.
    Mod setting.

  • Dont add newborns to caravan: If set to true, animals that are born during caravan formation are not automatically added to the caravan which leads to all animals getting unroped.
    Mod setting.

  • Mod defines exit tile: If set to true, the mod defines on which side of the map the caravan will be spawned on the world map.
    If you are heading to the north, but set the exit spot for this caravan to be south, the caravan should be spawned south of your map on the world map.
    Mod setting.

  • Default caravan arrival/exit spot: Mod setting to enable/disable. Priority for defining the arrival/exit spot of a caravan is as following: Manually selected spot per caravan > exit/arrival spot building > vanilla.

  • Pawns respect their assigned zone when formation is paused: Mod setting. Disabled by default.

  • Downed pawns and ropeable animals are brought simultaneously to the exit spot: Mod setting. Disabled by default.

  • Gizmos can be disabled: There is a section in the mod settings to disable the ones you do not need.



Performane:
Performance should be absolutely no problem, since mostly all of the code runs only once when you use one of the gizmos or when a caravan leaves/arrives at a map.
I checked the impact using "Dubs Performance Analyzer", but please tell me if you experience otherwise!


Limitations:
When the caravan includes downed pawns and you change the exit spot when they are already brought to the map edge, the downed pawns will be automatically removed from the caravan.
Furthermore there seems to be a vanilla bug where it might happen that downed pawns are left behind at the map edge when the caravan leaves the map.

Roping on arrival: Animals are getting roped to the spot where they entered the map if there is no pen/hitching spot, but pawns assigned to handling will try to unrope them. So make a hitching spot or a pen before they do so, so the animals are brought there.

Not every gizmo can be used at all times. If you can not use them at the moment, they are disabled (greyed out).


Compatibility:
  • Probably not compatible with mods that do the same/something similar.
    I am only aware of "Caravan Journey Spot" by leeh and "Caravan Entry Spot" by Cocock which are doing something similar and are probably incompatible.

  • There is a patch for Boundary Training by Owlchemist integrated so that animals that have learned 'boundaries' will not be roped to the ground.

  • Tell me if you find something else.


Bug reporting:
Please dont tell me "it does not work".
Tell me which feature did not work in which circumstances, post a hugslib log and, if possible, tell me how to recreate the problem/error.


Adding/removing from save:
Should be absolutely no problem. You may get a red error after removing which is harmless.


Else:
Source of the mod is included.

Credits and Thanks to:
Ratzinger for beta testing and giving feedback.
Brrainz for Harmony.
Dubs for Dubs Performance Analyzer.
Marnador for the RimWorld font, used in the preview pictures and for the gizmos.
Tynan and Ludeon for RimWorld. Some of the textures/parts of the previews are modified versions of vanilla textures.

License [creativecommons.org]
114 Comments
Kopp  [author] 17 Jul @ 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] 17 Jul @ 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 14 Jul @ 7:43pm 
@kopp I'm dumb. I honestly forgot that the caravan hitching spot was a vanilla thing. Whoops
Kopp  [author] 14 Jul @ 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 14 Jul @ 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] 13 Jul @ 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 27 Jun @ 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 22 Jun @ 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] 22 Jun @ 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 22 Jun @ 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.