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it looks like he only checks discussion posts and not this thread
this mod also must have a native compatibility with vehicles and giddy up mod aswell, since it's clear that many people are asking for this exact feature. shouldn't be that hard to implement, 90% of the code is already there
if this mod is abandoned maybe i'll release my own updated version with everything included from above
Reaaaally annoying, but it's the base game's fault.
The biggest issue is apparently it decided to delete all my caravan animals in the map transition, and obviously going back to the previous map didn't work.
But, I don't know how it works with the original mecha-oids, and mecha from the Dead Man's Switch mod just stay on the last map and don't go anywhere
So far I've added
- Walk the World
- Echoes of the Rim
- Item Ownership
- WASD Movement
- Run and Gun
Are there any mods you can think of that would drastically change this game play loop I'm targeting in interesting ways?
I also think long term events were triggering more? ones from odyssey and vanilla events, I was getting a very odd amount of events very quickly. It seemed to start once I installed this mod
I will consider adding toggleable option for that, but that still is not my extra effort for that - it's the same way AD generates in vanilla game.
>you can spawn inside a 2x3 carved stone wall instead of in a large opening.
That is just because of movement is direction related - WTW tries to put you in the exact mirror position where you left the last tile. While it can lead to such situations, it enforces on walking back and going around for another entry. I can agree that it is frustrating sometimes, but such issues are because the tiles are generated without adjacent borders in mind (unlike Minecraft's chunks for example). I'll probably won't do anything about that, sorry
>You can get softlocked by the constantly appearing popup: “Do you want to travel to the next tile?”
It is a mod-compatibility related bug (a lot of similar reports with vehicles mod for example). I'm currently looking into that.
Thanks a lot for useful feedback!
When entering your own settlement, you can spawn inside a 2x3 carved stone wall instead of in a large opening.
There’s also the possibility of a “one-way” walkable tile: the first time, it only takes breaking through one stone wall to reach the exit, but the next time you try to return, it spawns you behind nine stone walls.
Would this be something you could look into?
In particular, this shows up when I get the confirmation window that I want to travel to another map: https://pastebin.com/AXt4XeS9
After which an empty caravan is formed on the world map, while the pawn remains on the original tile, and the target map which appeared for a split second disappears.
I've removed all suggested incompatibilities (vehicles, events expanded, giddy up), and what the target tile is doesn't seem to matter (empty tiles).
Again, sorry for the bother, it'd be amazing if I could get some help!