11/13/2023 0 Comments Rimworld caravan![]() Originally posted by Representing Joe:-This is where I hit a brick wall, I have no idea how the wagons should behave when they're finished loading and should be attached to an animal. Could it still be used as a wagon for a caravan? That might make installing them useless. In terms of departing and returning, I would imagine the wagon would "uninstall" itself upon departure, and when the caravan returns, it would attempt to reinstall itself at it's original location, or if it's unable it would be dropped off at a stockpile in it's uninstalled form.Īn uninstalled form would beg more questions, if the wagon is in item form and is added to the caravan, is it useless? That would be inconvenient. How would a large wagon drawn by 2 animals behave? How would the animals pulling it behave? Lot's of questions here and I don't have many ideas of how to answer them. Also this would probably limit wagons to a single animal. It could turn into a sprite that follows the puller, though this behaviour could be tricky to implement. This is where I hit a brick wall, I have no idea how the wagons should behave when they're finished loading and should be attached to an animal. If multiple types of wagons are added, some smaller wagons could be hand-drawn, while larger caravans might require a pack animal, or any animal above a certain weight class When forming a caravan, an animal needs to be assigned to pull the wagon, much like how the Giddy Up Caravan mod allows the player to assign riders to mounts in the caravan screen. When forming a caravan, the wagon should appear on the same list as people and animals, if not selected, the wagon will not be loaded, but it could still act as a marker for the area to pack the caravan It would take on the same purpose as a caravan packing spot, so you would want to build them somewhere easy to get to from stockpiles It could be like a structure, there could be different sized wagons much like tables (1x2, 2x2, 2,4) I'll share some incomplete thoughts below: I have some ideas but it would definitely be a challenge for a modder to figure out the rest. You can also enable any animal you wish so you could do some funny things like chicken mounts or yorkshires, if you wanted to :P.Īlso gotta agree that I'm not really sure how a wagon could be implemented. Personally I disabled huskies but enabled timber and arctic wolves, since they look pretty good as mounts. ![]() I believe huskies are enabled by default, strangely enough. Haha yea, riding on dogs can be a little silly, though I believe the mod has options under mod options that allow you so select which animals are mountable and which aren't. My husband seems to think that maybe it is too difficult to add wagons/cart but given the wide variety of mods out there I wonder. I love Giddy Up although riding around on dogs and watching the pawns use the riding to carry stuff around the base is a little silly. Originally posted by wittylemur:I agree Joe!! The Horses mod is awesome. I highly recommend them with the Giddy Up mod, especially the caravan mod which allows you to designate caravan animals as mounts to increase movement speed at the cost of carrying capacity.Īlso a quick side note, a Rich Explorer start with a horse + giddy up mod is a pretty fun way to tackle the early game in my personal experience. However, when lacking other choices, palominos are still great mounts. Black horses are best in combat our of the others, White are fastest, Quarter carry the most and eat the least, and Palomino being show horses, aren't very useful but I think they increase the colony's wealth by the most. The mod also adds 4 varieties Black, White, Quarter(brown) and Palomino(beige/tan). They're very quick, pack a decent punch and hold a good amount of weight. The horses look very nice in my opinon and their style is pretty seamless, I often forget they're a mod since they blend in perfectly. This mod is pretty good for adding horses. Originally posted by GeneralVeers:And/or horses, for faster world-map movement.
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