RimWorld
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Off-Map Caravan Loading
   
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Mod, 1.4, 1.5
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843.500 KB
12 jun om 20:06
1 wijzigingsnotitie (weergeven)

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Off-Map Caravan Loading

Omschrijving
Changes caravan loading to occur off the map rather than needing to watch pawns gather items before leaving. Acts as a more balanced approach than using "send instantly" with configurable time taken to pack everything off-map. No more multi-day packing and pauses because some pawn had a mental break.
17 opmerkingen
Xeneo 22 jul om 17:41 
don't know if its because of my mods, but when i try forming a caravan, during the time when on the world map, we can see "Busy packing etc..." well it makes my game lag at lot
csfireworks 14 jul om 4:13 
great mod~
THE BRAINCELL KING 6 jul om 16:43 
@Temmie Are you still looking into making this compatible with vehicles?
Dutha 20 jun om 10:16 
@Astrobia Thank you! Makes total sense, I had insects on my map (I had walled them off and forgot about them).
Astrobia 19 jun om 20:54 
@Dutha insect hives in undiscovered caves and enemies in unopened ancient danger rooms sometime cause that for new colonies. Also wild fires I think. Also invisible anomaly enemies but that's so rare I doubt it's your issue. When you attempt to send a caravan and get that warning, after 4 hours you'll be able to send them fine regardless of what the hidden threat is until you reload a save. And if you are really in a hurry you can use the vanilla send button on the caravan loading screen to have the pawns pack up and walk off the map normally.
Flockerkill 19 jun om 16:07 
is it a ruin of "real ruins"?
Dutha 19 jun om 16:05 
I'm not sure if this is a mod conflict or what, but I'm getting the error "Cannot pack, hostiles on map" whenever I try to form a caravan. I don't currently have any hostiles on my colony map, none of my colonists are in any type of "state" that's uncontrollable, and I'm not sure what could be on the global map that would count as hostile (it's just the normal quest objective markers.)
Temmie  [auteur] 18 jun om 6:00 
Thanks for letting me know, I'll look into making them compatible.
Flockerkill 18 jun om 4:23 
sadly it seems this mod is incompatible with mechanoid caravans, as it blocks the mechanoid only caravans:

https://steamproxy.net/sharedfiles/filedetails/?id=3253006390
RedPine 17 jun om 22:15 
Found this gem thanks to a reddit post. This is now added to my 'essential qol' list.

@Jaded On my game settings, using caravans to flee from raids is depressingly routine. Fixed wealth + high difficulty + low player skill. My personal justification is that if I sacrifice a few animals as bait, it makes sense if the rest of my colony escapes.