Mods that alter stack size (OgreStack, Stack XXL, etc)- tents (DeployableTent, DeployableTentMedium, DeployableTentBig, and DeployableTentLong) must have a stack size of 1. Tents in stacks (greater than one) will not deploy and instead will disappear from the stack.
Matching Embrasures- prevents tents from being able to hold an internal temperature.
FAQ Q: Is it save game compatible? A: Let it henceforth be engraved in silicon and copper, so that it may be known to all who will ignore this part and ask anyway: this mod is saved game compatible.
Q: How do I pack/unpack tents? A: It’s in the description, but since I’m really tired of answering this, I’ll put it in twice. Tents aren’t magic, someone (one of you pawns) will have to pack and unpack them. To deploy a tent: select a pawn, right click the tent you want to deploy, and select where you want to set it up. To pack a tent: select a pawn and right click the tent support tile of a deployed tent.
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: I want remain on an old version on the game, why don’t you have old versions of the mod on the workshop? A: I do in-place updates because as a modder maintaining multiple versions on the workshop is annoying and as a player having to go through your mod list and hunt down the new version for every mod on the list is a royal pain. Additionally, I already have a system in place for distributing old versions of the mod on my github[github.com], all you need to do is download the mod that corresponds to your game version, extract the zip to your RimWorld mods directory (see the included readme for additional help), and it should show up in your mod list with a folder icon next to it.
Q: 1.1? A: It looks like 1.1 made some changes to some of the underlying codebase for the game (newer versions of .net and harmony), so there’s a good chance I’ll need to update the mod’s code, I don’t have time to dig into it right now, but I am aware that there will likely be an issue and will be working to fix it as soon as I can. ________________________________________________________________________________
For more camping furniture, check out Caravan Gear by Thom Blair III
it’s not outside of the realm of possibility, but at the moment I’m leaning very heavily towards no. First and foremost, I would like to get my other mods updated before I start adding features to this one. Secondly, I feel like a caravan buff for carrying a tent (or a bedroll, portable stove, or whatever) would be very shoehorned in. For example, if pawns still took a ‘slept outside’ mood debuf while caravaning (circa a17), it would be a completely different story, and I could totally see offsetting or removing that by including a tent in the caravan’s gear. I’m not about to tell anyone how to play the game, or use the mod, but Rimworld is built to tell a story and I think that is one of the things that makes the game so great. So from that perspective, I don’t think that carrying a tent in your gear really contributes to the overall story in a meaningful way much less one that would logically or thematically justify a caravan buff.
I almost never delete comments, I believe that the expression and discussion of ideas is vital to their grownth and development (even if I don’t agree with them), but the air of entitlement in your comment has me seriously rethinking that policy. The fact that you seem to know bettet about the software development that goes into this mod is quite frankly insulting. If I had something that was 1.1 compatible, don’t you think I’d have published it in some form by now?! The whole reason I need to overhaul the damn thing is because it’s not compatible with 1.1. Most of my work on the mod has been maintenance, but its finally reached a point where it would likely take me just as long to cobble it back to working as it would to rebuild it. There is no updating just for 1.1, it doesn’t work like that. And even if it did the kind of update I’m working on is best when it releases with a major game update like 1.1 and not in the middle of your existing save.
Hey all, with all of the craziness going around, I figured it might be a good idea to give a quick update on the status of the mod.If you read noting else, read this: I am still working on the mod and fully intend to update it to 1.1 .However, 2020 seems to be evolving in new and interesting ways, particularly were the Coronavirus is concerned, and as of today, my classes have been entirely transplanted into an online format and my place of work is currently urging nonessential personnel to telecommute. While I wish could make assurances that online classes and remote working will directly correlate to me having more time to work on modding, I can’t. I have absolutely no idea how this newfound life change will affect my free time (or my mental bandwidth), all I can say is that I am working on an update and I intend to continue to work on it. That said, I’ve started an update discussion, if you’re interested in my progress or the specific technical details I’m working on.
Mauer, Yeah, I know. People are waiting on me and I know that I’ve been insanely slow with this one…One thing I miss about actually having to go to work is that my commute helped blocked off the day, now my commute is literally 8 ft/2.4 m from my bed, I don’t have that separation anymore. My day job is full stack web development, it’s hard sit at my desk and do that for 8 hours a day and then turn around and work on programming a hobby project and not have it feel like work. By the time the end of my shift rolls around, I’m very much ready close down all my development environments and not open any more, if not leave my desk for the day and not come back for the day in favor of reading a book or watching Netflix. I am still working on Camping Stuff, mostly in small pieces over the weekends. Burn out is a real problem regardless of your line of work; I’m trying to avoid trying to do too much without a break, because if I burn out it’ll be much longer before I update anything.