RimWorld
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Off-Map Caravan Loading
   
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Mod, 1.4, 1.5
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12 Ιουν, 20:06
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Συνδρομή για λήψη
Off-Map Caravan Loading

ΠΕΡΙΓΡΑΦΗ
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 σχόλια
Xeneo 22 Ιουλ, 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 Ιουλ, 4:13 
great mod~
THE BRAINCELL KING 6 Ιουλ, 16:43 
@Temmie Are you still looking into making this compatible with vehicles?
Dutha 20 Ιουν, 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 Ιουν, 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 Ιουν, 16:07 
is it a ruin of "real ruins"?
Dutha 19 Ιουν, 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  [Δημιουργός] 18 Ιουν, 6:00 
Thanks for letting me know, I'll look into making them compatible.
Flockerkill 18 Ιουν, 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 Ιουν, 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.