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== Creation ==
 
== Creation ==
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
| [[File:Form Caravan.png|Form caravan|64px]]
+
| [[File:Form Caravan.png|Split|64px]]
| [[File:Abandon Home.png|Abandon settlement|64px]]
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| [[File:Abandon Home.png|Split|64px]]
 
|-
 
|-
 
| Form caravan
 
| Form caravan
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=== Formation process ===
 
=== Formation process ===
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
| [[File:Forming Caravan.png|Badge for pawns forming caravan|64px]]
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| [[File:Forming Caravan.png|Split|64px]]
| [[File:Add To Caravan.png|Add to caravan|64px]]
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| [[File:Add To Caravan.png|Split|64px]]
| [[File:Remove From Caravan.png|Remove from caravan|64px]]
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| [[File:Remove From Caravan.png|Split|64px]]
 
|-
 
|-
 
| Badge for pawns<br/>forming caravan
 
| Badge for pawns<br/>forming caravan
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== Traveling ==
 
== Traveling ==
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
| [[File:Settle.png|Settle|64px]]
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| [[File:Settle.png|Split|64px]]
 
| [[File:Split Caravan.png|Split|64px]]
 
| [[File:Split Caravan.png|Split|64px]]
| [[File:Merge Caravans.png|Merge|64px]]
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| [[File:Merge Caravans.png|Split|64px]]
| [[File:Pause Caravan.png|Pause|64px]]
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| [[File:Pause Caravan.png|Split|64px]]
| [[File:Trade.png|Trade|64px]]
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| [[File:Trade.png|Split|64px]]
| [[File:Fulfill Trade Request.png|Fulfill trade request|64px]]
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| [[File:Fulfill Trade Request.png|Split|64px]]
| [[File:Offer Gifts.png|Offer gifts|64px]]
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| [[File:Offer Gifts.png|Split|64px]]
| [[File:Attack Settlement.png|Attack|64px]]
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| [[File:Attack Settlement.png|Split|64px]]
 
|-
 
|-
 
| Settle
 
| Settle
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Several items are displayed in the status box.
 
Several items are displayed in the status box.
  
# Movement status:
+
#Movement status:
 
#* Traveling - moving to destination.
 
#* Traveling - moving to destination.
 
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.
 
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.
 
#* Waiting - no destination selected.
 
#* Waiting - no destination selected.
 
#* Stopped - stopped moving with reason given.
 
#* Stopped - stopped moving with reason given.
# Estimated time to destination - time to destination based on the current tile movement time.
+
#Estimated time to destination - time to destination based on the current tile movement time.
# Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.
+
#Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.
# Base movement time: Movement speed based on the average speed of all the pawns in the caravan.
+
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.
# Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)
+
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)
# Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.
+
#Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.
  
 
A caravan may stop for various reasons, such as:
 
A caravan may stop for various reasons, such as:
 
+
*Between hours 2200 and 0600 while the members sleep and rest.
* Between hours 2200 and 0600 while the members sleep and rest.
+
**They will still rest even if all members are fully rested.
** They will still rest even if all members are fully rested.
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**Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.
** Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.
+
*When all colonists are downed or having a minor/major mental break.
* When all colonists are downed or having a minor/major mental break.
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*When any member is having an extreme mental break.
* When any member is having an extreme mental break.
+
**Nobody will be harmed even if the colonist is going berserk.
** Nobody will be harmed even if the colonist is going berserk.
+
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.
** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.
+
*If the player manually pauses the caravan.
* If the player manually pauses the caravan.
+
**Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.
** Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.
 
  
 
=== Sustenance ===
 
=== Sustenance ===
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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.
 
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 ====
{{Rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}
+
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}
 
Every colonist in a caravan can forage for raw food.
 
Every colonist in a caravan can forage for raw food.
 
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.
 
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.
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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?}}
  
=== Caravan Movement Speed ===
+
===Caravan Movement Speed===
 +
 
 
Caravan movement speed follows the following equation:
 
Caravan movement speed follows the following equation:
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty
 
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty
 
|}
 
|}
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You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.
 
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.
  
{| {{STDT|c_08 sortable align-center}}
 
! Name !! [[Property:Riding Speed|Riding Speed]]
 
 
{{#ask: [[Riding Speed::+]]  
 
{{#ask: [[Riding Speed::+]]  
| ?Riding Speed
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| ?Riding Speed
| sort = Name
 
| format = template
 
| template = Ask Table Formatter
 
| link = none
 
 
}}
 
}}
|}
 
  
 
==== Carried mass ratio ====
 
==== Carried mass ratio ====
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Note that if you only place the waypoint at the destination(s), "caravan route time" only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.
 
Note that if you only place the waypoint at the destination(s), "caravan route time" only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.
  
{{Clear}}
+
{{clear}}
  
 
=== Returning home ===
 
=== Returning home ===
 +
 
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.
  
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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 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]].
 
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]].
  
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==== Manhunter Ambush ====
 
==== Manhunter Ambush ====
 +
 
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.
 
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.
  
 
=== Demand ===
 
=== Demand ===
 +
 
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.
 
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.
  
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You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.
 
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.
  
=== Caravan lost ===
+
===Caravan Lost===
 
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.
 
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.
  
 
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.
 
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.
 +
0
  
 
== Attacking other settlements ==
 
== Attacking other settlements ==
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You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.
 
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.
  
* See [[Offense tactics|offense tactics]] for specific tips on how to assault outposts and bases.
+
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.
  
 
=== Walkthrough ===
 
=== Walkthrough ===
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: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p>
 
: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p>
 
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.</p><p>
 
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.</p><p>
 +
  
 
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<gallery mode="packed-hover">
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: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p>
 
: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p>
 
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p>
 
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p>
 +
  
 
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<gallery mode="packed-hover">
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: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p>
 
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p>
 
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p>
 
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p>
 +
  
 
<gallery mode="packed-hover">
 
<gallery mode="packed-hover">
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* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]] {{BiotechIcon}} can carry items in caravans.
+
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]]{{BiotechIcon}} can carry items in caravans.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause "relic lost" thought on map exit.  
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause "relic lost" thought on map exit.  
 
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.
 
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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