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.
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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