// Management · RimWorld Mod

Set Up Camp

by Alias

1.51.41.31.21.1
Steam ↗

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

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


With the addition of caravan camps in RimWorld 1.6, this mod is no longer needed to provide temporary rest stops for caravanning colonists, captives, critters, and/ or cannibals. It instead provides mod settings that can be used to customize various aspects of the vanilla camps.

Summary


Settings:
  • Camp map size: It's not necessarily recommended to change this, but the option is there.
  • Abandoned camp duration: The number of days abandoned campsites will persist on the world map (set 0 to disable).
  • Raid timer: Roughly the number of days before a campsite will be raided (set 0 to disable).
  • Persistent camps: Enables permanent camps that can exists without colonists present.
  • Camp resource: allow camp maps to generate non-rock resources.


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: these settings are not retroactive, changing them will not effect existing camps

Compatibility


Camps from previous version of this mod will be converted into vanilla camps. This mod doesn't add any defs to the game, so it should be safe to add or remove for existing saves at will.

Incompatibilities & Interactions:



- ReGrowth2: when re-entering an abandoned camp, the configurations for map size and timers will be ignored.
- Other mods that add resources to incident maps (like FSF's Encounter Map Resources): should be fully compatible, but I would advise leaving the "Camp resource" setting off.
- This mod is rather aggressive in how it patches the vanilla camp generation code (the delegate is replaced entirely), which isn't necessarily great in terms of inter-mod compatibility. I'm not aware of any mods that also mess with that particular code, but I'm disclosing it because it has to potential to create a subtle conflict. If it's an issue, open an issue or drop me a bug report and I'll rework it.

Credits


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

Github link for non-steam users

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).