RimWorld

RimWorld

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Caravan Activities Framework [Discontinued for now]
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Mod, 1.4, 1.5
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1.129 MB
21. Okt. 2023 um 8:26
15. Juni um 3:18
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Caravan Activities Framework [Discontinued for now]

Beschreibung
Feel free to join my discord if you want to drop some thoughts: https://discord.gg/uQzpnCdBPS

Welcome to Caravan Activities Framework!

It's an easy to use XML-based framework that allows you to add Caravan Activities by adding simple XML objects. For adding new stuff, refer to existing activities as well as the FrameworkGuide.txt.

Framework possibilities:
* You can define an activity for a caravan to be able to perform on the world map
* Each new activity adds a new gizmo
* Each activity can have many Options to choose from
* Options are risks and outcomes
* Activities can be limited to particular biomes; roads, rivers and base proximity - base proximity can be further limited by base-faction's tech level
* Each activity incurs a cooldown on the tile it's performed on, and it's customizable.
* Each of the Options can be limited to particular skill levels
* Each of the Options may or may not require specific items
* Each of the Options may specify items that boost the outcome
* Each of the Options has good and bad outcomes defined for it. Good outcome happens once at the end of activity. Bad outcomes are rolled every day of the activity.
* Outcomes can include items, relationship changes, ideology changes, colonist injury or death, pollution change.

Activities defined by default are:
* Offer help to a nearby faction base for goodwill and silver
* Steal resources from a nearby faction base, risking death and injury
* Chop down some trees for wood, risking injury and death
* Forage some plants
* Hunt some animals, risking injury and death
* Mine some resources, risking injury and death
* convert faction to your ideology
* clear pollution
This list will be expanded whenever I find a new idea and somet time to add it :)


Compatibility:
* VF is compatible
* SRTS is not compatible (SRTS caravan won't be able to perform activities)
* Aerocraft Framework - I have no idea
* Almost There - seems to be incompatible

Credits:
idea and funding - Bambaryła
implementation and bug fixes - Temmie

Translation:
Chinese: https://steamproxy.net/sharedfiles/filedetails/?id=3058707038

Github:
https://github.com/databobek/RimworldCaravanActivitiesFramework
75 Kommentare
Bambaryła  [Autor] 16. Sep. um 23:22 
@Lurmey
bigger risk is more % removed from the given tile. Risk is injury, death and waster raid.
Lurmey 15. Sep. um 12:01 
How does clearing pollution work? Does it only affect the one map tile it's done on or do the higher risk options affect a larger area? What is the risk?
Bambaryła  [Autor] 5. Aug. um 9:55 
@KiTA it's because the way the framework works is that you specifiy where something is supposed to happen, so you can just add those biomes by name, but I am not working on this mod rn
KiTA 5. Aug. um 8:49 
So odd question, on some extended biomes (Bamboo Forest from Edo I think is the one I'm looking at right now, or Outland's Toxic Forest) the only options I have are pollution and mining -- Foraging / Hunting / Logging isn't an option. Could those options be made more universal, or is there a specific reason why they aren't an option in non-vanilla biomes?
Bambaryła  [Autor] 15. Juni um 1:09 
@Akronyhm
thanks bro, i responded to your pull request
Akronyhm 14. Juni um 19:41 
I looked into the errors that were thrown when driving a vehicle on the map.
I had to decompile the dll's to access the codebase, it appears that the patch that you commissioned from Temmie is the culprit.

It looks like the "Vehicle Framework" changed some variable names around, and as a result the patch/mod is unable to find the "PathFollower"-component on the vehicle caravan object...

I recompiled the DLL with the correct property names using dnSpy and the mod started behaving like it was supposed to again (atleast insofar it relates to driving vehicles on the map)
Pengus 30. Mai um 23:22 
yeah that tracks for most of the mods im looking at. thanks for letting me know tho
Bambaryła  [Autor] 30. Mai um 23:20 
@Chris Ben'wah
it has some issues but it works
Pengus 30. Mai um 18:32 
i understand you didn't code this, and its recompiled to 1.5 but just to be safe, theres nothing inherently wrong or nonfunctional about this, correct? Should still function?
Bambaryła  [Autor] 21. Mai um 2:06 
@Seti
no idea, i didnt code it