RimWorld

RimWorld

943 ratings
Set Up Camp
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
445.422 KB
28 Apr, 2024 @ 7:42pm
1 Change Note ( view )

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Set Up Camp

Description
Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.

Set up camp, once again²!

Main Features
For all your caravan managing needs, you can now set up camp anywhere. This let's you travel to hunt, forage and mine without having to 'settle' every time.

Summary
Settings:
  • Map size range - how large camp maps will be
  • Leaving timer - when you are forced to leave, set to zero to disable
  • Abandoned camp duration - how long the abandoned camp will block the tile after leaving, set to zero to disable
  • Enable resource - spawns camp maps with resources
  • Enable permanent camps - allows camps to remain on the map when empty
  • Enable caravan/normal events - allows these events to happen on the camp map

It is advisable to use the default settings. Turning off the leaving timer and/or the abandoned camp duration will make this mod vastly more overpowered. You can turn on events if you intend to use camps for longer whiles.

Adjusting the leaving timer setting will affect existing camps in special ways:
  • Increasing the leaving timer will add time to existing camps
  • Decreasing the leaving timer will not affect existing camps
  • Setting the leaving timer to zero will remove the timer from existing camps
  • Setting the leaving timer from zero to non-zero will add a timer to existing camps

Note: Permanent camps allows camps to keep existing if all pawns leave. It does not overwrite the leaving timer, to do that you need to set the leaving timer to zero.
A note about ghost pawns:
If you leave a camp empty, while you have 'permanent camps' on, there will be an empty square in the colonist bar. This seems to be a vanilla feature, not a bug, as the same happens with settlements.

Known Incompatibilities
None - but if I missed something feel free to let me know in the comments

Credits
Originally by Nandonalt (B18)
Re-written by Syrchalis (1.1 - 1.4)

Github link for non-steam users[github.com]

FAQ
Q: Is it save game compatible?
A: Should be safe to add to existing game saves (if there are no active caravans). Like most mods, remove at your own risk.

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.

Q: Does camps have Ancient dangers/ Archonexus structures/ Monoliths?
A: No. The camps use the same underlying code as caravan incident maps (like ambushes).

Q: What's the difference between this and ReGrowth: Core?
A: Both mods add campsites for your caravans to stop at. ReGrowth: Core is a fair bit more wide reaching in the systems that it touches and mechanics that it adds. If that's your jam, great! This mod has been a personal staple since the alpha days and I like the simplicity of it (plus, I see Set Up Camp and Camping Stuff as a set of sorts, it'd feel weird to maintain one and leave the other to rot).

Q: 1.6?
A: To borrow from a legend: As of update 1.6, Rimworld now contains caravan camps that serve the same purpose that this mod, in its various forms, has served for many, many years. I am planning on converting this mod into a collection of settings for the core games mechanics, but first need to finish updating my other mods (and maybe spend some time actually playing the game).

Popular Discussions View All (6)
1
7 Sep @ 9:50pm
PINNED: 1.6 Overhaul
Alias
7
8 Apr @ 11:28pm
Camps remain on map when set to not. Drats!
Kasetsu
7
20 Apr @ 8:15am
PINNED: Bug Reports
Alias
319 Comments
doomcake 19 hours ago 
o7
Recolone 13 Sep @ 7:32am 
o7
the061195 12 Sep @ 8:54pm 
o7
Rozkurwiator 12 Sep @ 4:22am 
o7
ABSINIU5 4 Sep @ 1:07am 
o7
Gangster Goose 1 Sep @ 7:52pm 
Must have mod tbh. I'm thinking of reverting back to 1.5 just because this mod makes QOL in game so much better
PsyberTrigger 1 Sep @ 6:04pm 
@Alias I feel you. I'm in the same boat with another game (Ancient MMO that is now only alive due to a modding community). I also took this weekend as a break.
<3 <3 <3 Thank you for all you do! <3 <3 <3
Fancypuggo 31 Aug @ 9:02pm 
awesome mod :cool_seagull: it's hard to even imagine a playthrough without it
SlapAndSpit 31 Aug @ 7:11pm 
Thank you for still keeping such a useful mod alive!