边缘世界 RimWorld

边缘世界 RimWorld

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Caravan Adventures
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
9.831 MB
2021 年 7 月 27 日 下午 12:56
7 月 30 日 上午 1:47
29 项改动说明 ( 查看 )

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Caravan Adventures

描述
Caravan Adventures aims to transform traveling around the world into a real adventure by providing new features to replace the annoying micromanagement, make traveling more fun and give you a sense of purpose doing so. Quick heads-up, about 25% of this mod's content is the Storyline, which requires Royalty. Everything else can be used without it, don't worry.

TLDR; massive fully modular caravan QOL mod with a storyline that'll keep you busy for a while.

Feedback would be amazing, please join us on discord[discord.gg]
All mod details available in the Mod's Wikipedia[github.com]
Github repo: CaravanAdventures[github.com]

Automatic Camp Setup
  • Settle on tiles by having your pawns set up a camp first, before you even get involved.
  • If you prepared and have enough spacer tent supplies, you will be able to stay in high quality camp sites, if not, ur pawns will divert to make shift materials.
  • Your pawns automatically build enough tents for your individual number of travelers and prisoners. Pawns also choose their tents based on their relationship.
  • Choose to either leave the bulk of most items strapped to your animals or create enough storage tents, so all your equipment is tugged away "safely".
  • Choose to pre-apply basic jobs, like creating a set of fresh clothes, butcher animals or grill some stakes
  • Leave the camp site immediately if you want to, just for the impatient ones
Caravan forming / trading presets
  • Set up 3 presets in mod settings, that allow you to quickly select all items for travel, or create specific trade filters to select all you may want to sell at once.
  • More basic selection options for all items or none
  • Keep the automatic supplies disabled with a toggle, to avoid some lag when it's active every time you open up the dialog
  • Have selected pawns and items on the map automatically enabled in the caravan forming dialog
Mechanoid Bounty
  • Part of the story, but also separately available
  • Hunt mechanoids to receive bounty credits with the faction that called out the bounty
  • Get assistance from said faction on any map you currently have pawns located (they can help engage hostile locations)
  • Hire veteran soldiers for a hefty large amount of bounty credits, which come with alot of experience and you're able to choose some of their traits
  • Purchase valuable items in exchange for bounty credits
  • Improve relations to other factions in exchange for bounty credits
  • Buy bounty credits for a large amount of silver
Immersion - Travel companions
  • Pawns start out disliking the newcomers due to uncertainty and some lack of trust
  • Pawns individually bond with each other over time which can turn the initial distrust into a true friendship
Caravan Incidents
  • More smaller events that do not always have to end in a fight (currently only 1)
Storyline (requires Royalty)
  • A storyline that gives you a reason to travel the world
  • Form a bond with a new faction sharing your troubles on a new world
  • Encounter a dangerous threat that endangers the entire world
  • Fight bosses to claim treasures, learn powerful spells and prevent the end of all living beings
General travel support
(disabled at default, enable in mod settings)
  • auto clean up settlement remains
  • Increase food and silver available for settlements to trade
  • Increase ancient shrine spawns and reward chances
  • Increase skill decay level from 10 to 15
  • Enable a side bar icon allowing to remove letters

(All categories can be enabled or disabled and further configured to your liking in the mod's settings)

Compatibility
CA should generally be compatible with most mods (including CE, Set up camp or other mods adding some sort of night travel feature) so i'll only list known incompatibilities until they're resolved.
To add CA feature-compatibility for your mods in terms of bounty hunting, or excepting races from the travel companion relation feature, check out the wiki linked above.
Incompatibilities
- Allies Spot - messes with vanilla raid spawn system
- VE Igor Invader story teller seems to cause some oddities with story related raids (story related)
- When VE asks to add the new mechanoid faction, best don't add it or ignore it (story related)
- "No Anima Trees" or other mods removing the anima tree (story related)
- Sanguophage Feed Relationships - messes with relations and causes some mods to fail (story related)
FAQ
Can i use this without royalty?
Yes! U'll only miss out on the storyline, but the other 6 major categories are still available.
How can i enter the village???
Check the wiki storyline section[github.com]
Why r so many centipedes attacking the npc village, i only have 3 pawns with sticks???
Check the wiki storyline section[github.com]
Where do the whispers come from???
Check the wiki storyline section[github.com]
Can it be added to an ongoing playthrough?
Yes, but keep in mind that removing/disabling the storyline on an ongoing save is currently experimental. Other mod categories can freely be enabled and disabled and only require a restart to take effect. To remove the mod, backup your saves, enable the mod's debug settings and select "Remove mod (Exp.)". Now save the game and remove the mod. However simply pushing the button and not removing the mod physically is still the best option.
Some issue came up and i wanna reset the story, what can i do?
You can enable the mod's debug mode in modsettings on the top left and reset the storyline using a new button appearing to the right. Don't forget the disable the mod's debug mode afterwards, otherwise events happen way faster and closer.
After installing Vanilla Psycasts Expanded, my gifted pawn lost all his ancient abilities!
Select a pawn without the gift, right click the anima tree, talk to it and transfer the ancient gift to another pawn - and the previously unlocked ancient psycasts with it. Afterwards just transfer them back.

Credits
Artwork:
Artwork and the preview image generously provided by Shakesthespeare, thank you mate, u're awesome!
Portal in Ancient master shrine by gecko-kobold
Shortcut-button icon for forming/trade preset settings by Madman666

Sounds:
Anima tree whisper by zapsplat (zapsplat_whispers.mp3)[www.zapsplat.com]
Earthquake by zatar (zatar_earthquake.mp3)[freesound.org]
slice1 by audione[freesound.org]
slice2 by freefire66[freesound.org]
slice3 by TheBuilder15[freesound.org]
slice4 by Aleks41[freesound.org]

Translations:
ChineseSimplified translation by MZM_GOW and ameki
ChineseTraditional translation by MZM_GOW and ameki
Korean translation by inbae
SpanishLatin translation by Evilservant6

CE Patch by DkPepper
Additional bounty reward configurations for VFE Mechanoids, Alpha Mechs and Integrated Implants by Giltiti
Trailer Video by OttersHoldHands (all credits on YT)
Thanks to the testers who helped to get this mod on the road!
热门讨论 查看全部(5)
93
10 月 3 日 上午 2:27
Bug reports / Incompatibilities
iforgotmysocks
4
1 月 3 日 下午 11:04
How do you use Ancient Coordinator?
Well-trained Alpaca
17
7 月 21 日 上午 12:29
Suggestion
British89
1,305 条留言
l_inverse 10 月 30 日 下午 4:48 
@iforgotmysocks
yes, the caravan came the 5th day and the log is put in the quest tab, like the other 50 times i have restarted a game. the only thing missing is the pawn to talk to begin the quest and obtaint the vanometric
today, i have begin a new game, and then, when the caravan arrived, the quest could be started.
i haven't change any mod between the 2 game.
actually, I think it's more likely a minor bug during the game creation process that remove the pawn than a reel problem to solve
iforgotmysocks  [作者] 10 月 29 日 上午 11:27 
@l_inverse are you sure that this was the actual quest caravan and not just a random caravan that happened to pick the sacrileg hunter faction? :)
l_inverse 10 月 27 日 下午 4:36 
hello,I'm having an issue where for some reason, when the initial sacrileg hunter caravan is coming, the one that gives you a vanometic and starts the questline is missing. The most disturbing thing is that it was working without any problems just two weeks ago.
白金trigger 10 月 25 日 下午 10:41 
到和仙树对话的阶段,如果你不和仙树对话,整个游戏就会播放一个巨难听的音效,mod加多了你也根本不知道是什么在响。我排查了一晚上才发现是这个mod导致的。喜欢靠着折磨玩家来引导?
TurtleShroom 10 月 24 日 上午 10:58 
I am experiencing a similar error, in which the next step of the adventure, where the Anima Tree talks, isn't firing.
AlanSlate 10 月 23 日 下午 9:40 
I encounter a problem, where the first mission we supposed to help ally to defend their base, when I enter their base, theres no one in there to talk with to initial the mission, it appeared to be normal base and nothing else
JAS 10 月 4 日 下午 11:38 
I'm having an issue where for some reason, the initial sacrileg hunter caravan never shows, the one that gives you a vanometic and starts the questline off. i get an alert that a caravan is arriving, but nothing shows and nothing pops in my error log. Honestly, I tried finding if there was a devmode command to summon just that caravan since it seems to work different from others, having the qeust giver on it, but I can't find it under quests or incidents. I can get other caravans to show from sacrileg hunters with dev mode, but no quest giver guy.
ggfirst 9 月 23 日 下午 7:43 
Is it possible to use Calling Guiding Light(?) psycast to be used while in caravan?
KurtHussein 9 月 12 日 上午 6:00 
@Anker This is vanilla mechanic
Raith 9 月 10 日 上午 12:28 
I'll be honest that doesn't feel like a problem with Caravan Adventures @Anker