RimWorld
Caravan Adventures
British89 30 JUL 2021 a las 10:11
Suggestion
Allow animals to still eat and rest while being packed, no more "Animal collapse due to exhaustion"
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Mostrando 1-15 de 17 comentarios
iforgotmysocks  [desarrollador] 30 JUL 2021 a las 10:43 
That's something u could report on the official dev discord, they may just fix that in vanilla.
Rockstar 14 DIC 2021 a las 15:44 
Additional suggestion: Make the Caravan immersion - Travel companions Outsider debuff off by default. It's not well implemented, it overwrites every single social relationship.

They're not my friend despite us being close - Outsider
I hate this person, even more than regular - Outsider

The outsider mood penalty is too strong as well.
Ancient gift is OP +1500% dodge is kinda dumb ngl.
iforgotmysocks  [desarrollador] 29 DIC 2021 a las 10:33 
Publicado originalmente por Snow:
Ancient gift is OP +1500% dodge is kinda dumb ngl.

That's not how dodge chance works, ngl. The gift has the same amount as the nimble trait would give.
Última edición por iforgotmysocks; 29 DIC 2021 a las 13:08
Kostriktor 4 NOV 2022 a las 15:59 
preset for colonists and animals
iforgotmysocks  [desarrollador] 4 NOV 2022 a las 16:30 
Publicado originalmente por Kostriktor:
preset for colonists and animals

Pack up should already select all pawns and animals. :o
Dracon 29 ENE 2023 a las 9:57 
In case it isn't already: Could you please add compatibility for Camping Tent and Post apocalyptic shelters and set up camp? :)
Última edición por Dracon; 29 ENE 2023 a las 9:59
iforgotmysocks  [desarrollador] 29 ENE 2023 a las 10:42 
Publicado originalmente por Dracon:
In case it isn't already: Could you please add compatibility for Camping Tent and Post apocalyptic shelters and set up camp? :)

Not aware of any compatibility issues.
Dracon 3 FEB 2023 a las 12:34 
Publicado originalmente por iforgotmysocks:
Publicado originalmente por Dracon:
In case it isn't already: Could you please add compatibility for Camping Tent and Post apocalyptic shelters and set up camp? :)

Not aware of any compatibility issues.

Should have articulated that better sorry.
What I meant is if you could add an option that the auto camps get made using those actual tents from those mods instead of the tent buildings.
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Another suggestion I have is moving the option to disable night travelling away from the where it is now, so we can turn that, and the camps on/off separably.
iforgotmysocks  [desarrollador] 5 FEB 2023 a las 12:48 
Publicado originalmente por Dracon:
Publicado originalmente por iforgotmysocks:

Not aware of any compatibility issues.

Should have articulated that better sorry.
What I meant is if you could add an option that the auto camps get made using those actual tents from those mods instead of the tent buildings.
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Another suggestion I have is moving the option to disable night travelling away from the where it is now, so we can turn that, and the camps on/off separably.


I thought about it, but it would lead to a very strange mix of building types that wouldn't feel right.
Hm, the night travel button doesn't really have any impact, even if it isn't used.
Well-trained Alpaca 16 ABR 2023 a las 10:10 
Is there a way to get the mechanoids added by this mod under your faction?
TurtleShroom 6 JUL 2023 a las 16:04 
PLEASE PLEASE PLEASE allow us to resurrect the Mechanoids. I worked far too hard to bring down that Harbinger not to recruit him! Also, you forgot to set your special Mechanoids as Ultra-Heavy Mechanoids.
Psycho Penguin 9 AGO 2023 a las 20:47 
Please make it compatible with Vanilla Vehicles Expanded, I can't make a camp if I travel with a vehicle
SuperNiceGuy 27 AGO 2023 a las 20:00 
Can we have a setting to reduce the number of hostile NPC on storyline quest?

Got a quest about defend a friendly caravan village from A HUGE WAVE of mechanoid, then ANOTHER HUGE WAVE or reinforcement came, seems like over 50 npc on each side. It just too many that causes my fps hit the floor. Is there any setting to reduce the amount of enemy NPC ?
thoth.unified 11 JUN 2024 a las 0:49 
Would it be possible to have a bit more control over recipes and building placement in camp setup? i.e the freezer needs some shelves and maybe a tickbox to have the butcher table there too. Not have foods ticked in the non-freezer stockpiles. Remember recipes at the camp fire and the butcher table as well as the biofuel refinery. Slightly bigger animal pen would be awesome too. I guess it's not possible or viable to have some kind of camp design template that the user can customize? This mod is amazing btw these are minor inconveniences! It's just whenever I set up new camp I have to spend like 10m configuring everything and moving stuff around
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