RimWorld

RimWorld

1,388 ratings
Caravan Adventures
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
9.005 MB
27 Jul, 2021 @ 12:56pm
5 May, 2024 @ 6:35am
26 Change Notes ( view )

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Caravan Adventures

Description
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!
Popular Discussions View All (5)
4
3 Jan @ 11:04pm
How do you use Ancient Coordinator?
Well-trained Alpaca
62
28 Dec, 2024 @ 11:23am
Bug reports / Incompatibilities
iforgotmysocks
15
11 Jun, 2024 @ 12:49am
Suggestion
British89
1,153 Comments
TheRealLemon 23 hours ago 
Thank you!
iforgotmysocks  [author] 18 Jan @ 2:26pm 
@TheRealLemon you can disable it in the ca's mod settings under story.

@decom70 you can even not fail it when getting lucky and the reinforcements manage to defeat the mechs. But if u're unlucky and the story persion dies, or the mech wave wins, then it fails. But it doesn't really have a significant outcome to the story, other than giving you a close by settlement you can trade with.
HunterForce 18 Jan @ 1:23pm 
I just discovered this and I cannot be more excited to try it! My favorite way to play is as a nomad tribe. Travelling around exploring ancient dangers and never sticking around for too long.
decom70 18 Jan @ 4:20am 
Is it even possible to not "fail" the initial rescue a friend quest, where you have to defend the village? I prepped and send some absolutely crazy pawns that decimated the mechanoids, yet the task still "fails".
TheRealLemon 13 Jan @ 11:30am 
is there a way I can turn off the anima whispers, I wan't to get into it later and I don't want to play with no sounds but its driving me nuts, loved the village part, very cool mod
iforgotmysocks  [author] 12 Jan @ 12:50pm 
@bell should be fine.
bell 12 Jan @ 9:17am 
and in case you have disabled the event both in the settings and using the developer mode, something very bad would happen or would it still work?
iforgotmysocks  [author] 12 Jan @ 1:28am 
@Rim Baby if you use the rimedieval mod, then yeah, insects will be used. Was a bit tricky to implement and doesn't make too much sense, as i didn't replace the bosses or any of the story text, so u'll have to use ur imagination a bit.

@bell you can go to the mods story settings, uncheck the enable apocalypse box and if the apo was already running, press the "reset apocalypse" button after and it will stop and should no longer activate for future story runs until it is enabled again.
Rim Baby 11 Jan @ 8:35pm 
Really hoping for an option to switch the mechanoids over to insects from Insectoid 2 for medieval runs! I really enjoy the story/quest implementation of your mod.
bell 10 Jan @ 6:13pm 
I wanted to ask a question, can the apocalypse event be disabled during the game? or with saved games is that I don't want to involve the apocalypse in my game either