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'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.
 
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.
  
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than waiting for random traders to arrive at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].
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Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].
  
 
== Creation ==
 
== Creation ==
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There are three different ways that caravans are formed:
 
There are three different ways that caravans are formed:
  
* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items into their personal inventory and can exit the map rather quickly.
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* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.
 
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.
 
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.
 
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.
 
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.
  
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals at a reduced speed.
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Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.
  
 
The caravan will take the name of the best negotiator in the caravan (highest social skill.)
 
The caravan will take the name of the best negotiator in the caravan (highest social skill.)
  
Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan, regardless of whether their overseer is in the caravan.
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Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan's, regardless of whether their overseer is in the caravan.
  
 
[[File:Caravan party.png|300px]]
 
[[File:Caravan party.png|300px]]
  
 
=== Items ===
 
=== Items ===
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan, you can select any item on the map.
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Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.
  
 
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.
 
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.
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While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.
 
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.
  
After lingering on a mini-map for several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.
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After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.
 
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.
 
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.
  
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A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.
 
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.
  
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be canceled.
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Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.
  
 
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]
 
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]
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=== Tricks ===
 
=== Tricks ===
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time-consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of "Forming Caravan". To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking "Add to Caravan"). You can remove them prior to exiting the map in the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.
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* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of "Forming Caravan". To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking "Add to Caravan"). You can remove them prior to exiting the map in the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.
 
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click "Split Caravan", sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.
 
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click "Split Caravan", sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.
  
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* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.
 
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.
  
* Faster unloading caravan with lots of carriage: before entering the home cell while returning home, choose another route that will take you through the settlement cell. When the caravan is moving over the center of the base on the world map split it off all creatures except one pawn. That one pawn will become immovable due to overload, but You will be able to click on settlement and choose the option to enter. Then, you can draft him to stockpile and unload all items with a down-pointing arrow button from the inventory screen. If a returning caravan has only one pawn, you can make another one to meet him near to be able to split.
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* Faster unloading caravan with lots of carriage: before entering home cell while returning home, choose another route that take through settlement cell. When caravan moving over center of base on world map split it off all creatures except one pawn. That one pawn will become immovable due overload but You will be able to click on settlement and choose option to enter. Then draft him to stockpile and unload all items with arrow pointing down button from inventory screen. If returning caravan have only one pawn You can make another one to meet him near to be able to split.
  
 
== Traveling ==
 
== Traveling ==
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If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.
 
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.
  
If you bring [[Beer]] along with you, colonists may consume it during their journey. The mood bonus it provides can help keep colonists sane when away from the colony for long stretches of time.
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If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.
  
 
==== Foraging ====
 
==== Foraging ====
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=== Psyfocus ===
 
=== Psyfocus ===
 
{{Royalty|No category}}
 
{{Royalty|No category}}
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This, however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.
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Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.
  
 
=== Caravan Schedule ===
 
=== Caravan Schedule ===
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All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.
 
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.
  
The sole known exception to this mandatory rest period is when all human{{Check Tag|Mechs? Animals?| Will Animals or mechs cause the caravan to require a rest period?}} caravan members have the [[Never sleep]] gene.{{BiotechIcon}} If this is the case, the caravan will continue traveling 24 hours a day.
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The sole known exception to this mandatory rest period is when all human{{Check Tag|Mechs? Animals?| Will Animals or mechs cause the caravan to require a rest period?}} caravan members have the [[Never sleep]] gene.{{BiotechIcon}} If this is the case, the caravan will continue travelling 24 hours a day.
  
 
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}
 
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}
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After you arrive back at your colony, you will notice two details must be addressed before continuing the game.
 
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.
  
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her to drop the items as well.
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* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.
 
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.
 
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
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== Events ==
 
== Events ==
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage of terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].
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Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].
  
 
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.
 
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.
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# The game notifies you that an ambush is taking place, prompting you to check on your caravan.
 
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.
 
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.
 
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the backup caravan right into the battle, but must first move to an adjacent tile before joining your comrades.
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# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.
 
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.
 
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.
 
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).
 
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).
 
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.
 
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.
If a hostile pawn that was downed gets up, the caravan will be unable to leave the map tile but the pawn won't be hostile.
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If a hostile pawn that was downed gets up, carvan will be unable to leave map tile but the pawn won't be hostile.
  
 
==== Manhunter Ambush ====
 
==== Manhunter Ambush ====

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