/// <summary>
        /// Opens the dialog for a currently ongoing session. This should only be called
        /// when the dialog has been closed but the session still running.
        /// I.E. one player has closed the window without accepting/cancelling the session.
        /// </summary>
        public void OpenWindow(bool sound = true)
        {
            dialog = PrepareDialogProxy();
            if (!sound)
            {
                dialog.soundAppear = null;
            }

            CaravanUIUtility.CreateCaravanTransferableWidgets(
                transferables,
                out dialog.pawnsTransfer,
                out dialog.itemsTransfer,
                out dialog.foodAndMedicineTransfer,
                "SplitCaravanThingCountTip".Translate(),
                IgnorePawnsInventoryMode.Ignore,
                () => dialog.DestMassCapacity - dialog.DestMassUsage,
                false,
                Caravan.Tile,
                false
                );

            dialog.CountToTransferChanged();

            Find.WindowStack.Add(dialog);
        }
        public void OpenWindow(bool sound = true)
        {
            var dialog = PrepareDummyDialog();

            if (!sound)
            {
                dialog.soundAppear = null;
            }

            CaravanUIUtility.CreateCaravanTransferableWidgets(
                transferables,
                out dialog.pawnsTransfer,
                out dialog.itemsTransfer,
                out dialog.travelSuppliesTransfer,
                "FormCaravanColonyThingCountTip".Translate(),
                dialog.IgnoreInventoryMode,
                () => dialog.MassCapacity - dialog.MassUsage,
                dialog.AutoStripSpawnedCorpses,
                dialog.CurrentTile,
                mapAboutToBeRemoved
                );

            dialog.CountToTransferChanged();

            Find.WindowStack.Add(dialog);
        }