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Caravan Activities Framework (Continued)

Original mod by Temmie3754, Bambaryła [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3056702430]https://steamcommunity.com/sharedfiles/filedetails/?id=3056702430[/url] If the original author requests it, I will remove this update. -- Original mod notes (1.5): Welcome to Caravan Activities Framework! It's an easy to use XML-based framework that allows you to add Caravan Activities by adding simple XML objects. For adding new stuff, refer to existing activities as well as the FrameworkGuide.txt. Framework possibilities: * You can define an activity for a caravan to be able to perform on the world map * Each new activity adds a new gizmo * Each activity can have many Options to choose from * Options are risks and outcomes * Activities can be limited to particular biomes; roads, rivers and base proximity - base proximity can be further limited by base-faction's tech level * Each activity incurs a cooldown on the tile it's performed on, and it's customizable. * Each of the Options can be limited to particular skill levels * Each of the Options may or may not require specific items * Each of the Options may specify items that boost the outcome * Each of the Options has good and bad outcomes defined for it. Good outcome happens once at the end of activity. Bad outcomes are rolled every day of the activity. * Outcomes can include items, relationship changes, ideology changes, colonist injury or death, pollution change. Activities defined by default are: * Offer help to a nearby faction base for goodwill and silver * Steal resources from a nearby faction base, risking death and injury * Chop down some trees for wood, risking injury and death * Forage some plants * Hunt some animals, risking injury and death * Mine some resources, risking injury and death This list will be expanded whenever I find a new idea and some time to add it :) Compatibility: * VF is compatible * SRTS is not compatible * Aerocraft Framework - I have no idea

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Harmony

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