RimWorld

RimWorld

SeniorPZ Oct 5, 2019 @ 1:13am
RESCUING A COLONIST
How do I rescue a colonists mother from a faction far away? I have 10 days to get to her. Thanks.
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Showing 1-14 of 14 comments
M.K. (Banned) Oct 5, 2019 @ 1:22am 
If it is a rescue mission with a time limit, and specified "from a faction"....
This must be a standard prisoner rescue quest.
Just form a caravan, man it with enough troops to assault a small base, and travel to the indicated location.
Once there, you will need to fight the faction to retrieve her.

If the quest was just "rescue a (wounded/incapacitated) person", then its the same but not a hostile base, but possibly an ambush by animals/mechs/faction when you get there.


10 days is plenty, a normal caravan should be able to reach the site with no problem.
SeniorPZ Oct 5, 2019 @ 1:28am 
Originally posted by M.K.:
If it is a rescue mission with a time limit, and specified "from a faction"....
This must be a standard prisoner rescue quest.
Just form a caravan, man it with enough troops to assault a small base, and travel to the indicated location.
Once there, you will need to fight the faction to retrieve her.

If the quest was just "rescue a (wounded/incapacitated) person", then its the same but not a hostile base, but possibly an ambush by animals/mechs/faction when you get there.


10 days is plenty, a normal caravan should be able to reach the site with no problem.
Great so how do I actually go to save her after I build the caravan? Like do I warp there or do I travel on foot ect.
M.K. (Banned) Oct 5, 2019 @ 1:35am 
Originally posted by Rene':
Great so how do I actually go to save her after I build the caravan? Like do I warp there or do I travel on foot ect.

FEEL FREE to use your warp drive to get there, if you have one.



?? Other forum readers... Is this one mutherfuggin dumb question or am I just in a bad mood ??
SeniorPZ Oct 5, 2019 @ 1:41am 
Originally posted by M.K.:
Originally posted by Rene':
Great so how do I actually go to save her after I build the caravan? Like do I warp there or do I travel on foot ect.

FEEL FREE to use your warp drive to get there, if you have one.



?? Other forum readers... Is this one mutherfuggin dumb question or am I just in a bad mood ??
I am dead serious. I've tried searching how to get there, clicked on the spot where I'm supposed to go, all that. Thats what forums are for, am I right?
Aaronthelemon Oct 5, 2019 @ 1:45am 
Go to world view, click your settlement, click form caravan, choose your colonists/supplies (food and medical supplies are a must), choose route, done

Should be close enough from memory.
SeniorPZ Oct 5, 2019 @ 1:52am 
Originally posted by Aaronthelemon:
Go to world view, click your settlement, click form caravan, choose your colonists/supplies (food and medical supplies are a must), choose route, done

Should be close enough from memory.
Thanks a lot mate.
Kittenpox Oct 5, 2019 @ 2:11am 
Originally posted by M.K.:
Originally posted by Rene':
Great so how do I actually go to save her after I build the caravan? Like do I warp there or do I travel on foot ect.

FEEL FREE to use your warp drive to get there, if you have one.



?? Other forum readers... Is this one mutherfuggin dumb question or am I just in a bad mood ??
This time around, it's you being in a bad mood. They're asking about how to use caravans, as they're not familiar with that game mechanic yet.

Remember, we all start somewhere. :-)
Bushman82 Oct 5, 2019 @ 2:39am 
I had to look up how to form caravans too. It's not obvious when starting out on the Rim.

If you do decide to do the rescue mission OP bring the most pawns you can afford while leaving your base defended. I lost a few of my best pawns on these types of quests. It can turn into a disaster with just one bullet.
SeniorPZ Oct 5, 2019 @ 12:28pm 
Originally posted by Bushman82:
I had to look up how to form caravans too. It's not obvious when starting out on the Rim.

If you do decide to do the rescue mission OP bring the most pawns you can afford while leaving your base defended. I lost a few of my best pawns on these types of quests. It can turn into a disaster with just one bullet.
Thanks guys!:steamhappy:
Morkonan Oct 5, 2019 @ 12:49pm 
Originally posted by Rene':
Originally posted by Bushman82:
I had to look up how to form caravans too. It's not obvious when starting out on the Rim.

If you do decide to do the rescue mission OP bring the most pawns you can afford while leaving your base defended. I lost a few of my best pawns on these types of quests. It can turn into a disaster with just one bullet.
Thanks guys!:steamhappy:

Just a note, in case you haven't left on that caravan, yet:

Pack animals are very useful. If it's an appropriate season, they can graze as you travel and you won't need to bring food for them. (For "Grazers" only.) Mufalo and Alpacas are great for this.

Bring enough Meals for each colonist on the journey to have two meals a day for the round-trip travel time. Then, add fifty-percent more than that... (They may get delayed.) You also have to plan on having Meals for the rescued hostage.

Medical Supplies: Medkits are must. Some drugs could help, too. Give each colonist a dose of Penoxycillin, if you have enough, before setting out on their journey and, depending on round-trip time, keep all of them with a dose of Penox on-board, just in case. It can save their life if they get injured with no advanced medical facilities around. And, they also won't be bringing back any diseases, either. (Dose up on combat drugs if you want, just before combat. I generally don't do that before they leave in order to avoid getting them addicted.)

Smokeleaf - Each traveler should carry one Joint and be allowed to use one a day based upon a low Mood level. Why? It's likely that as soon as they exit combat they will get some big mood penalties. Preparing in advance before that happens by allowing them the chance to wind down with a joint as soon as they can is very, very, helpful. (You can bring extra if you wish.)

Bring enough wood/materials to build a Campfire and Butcher Table, just in case, if you have some grazing pack animals coming with you.

If you have a Sniper Rifle, bring it. You'll want it. If there's a Turret, target a connecting Conduit outside of it's auto-connect zone and destroy that conduit to disable it's power supply. If you can't target an easy to hit Conduit, aim for the Solar Power or the Turret, itself. (The latter is the last option.)

If you have a Shotgun, bring it. Have your Sniper switch to it before breaking down the door to any building. Sometimes, enemies may still be in there and a shotgun in the doorway says "Go Away" very efficiently...

A Personal Shield is nice for one of the Melee Door-Kickers.

Prisoners: I generally don't bother with the difficulties of capturing a prisoner, usually wounded, and hauling them back to the colony. It's a bunch of trouble...

Drop Pods: Your caravan's safety can be greatly improved if you have some drop pods ready to send them emergency supplies or extra personnel. If you don't have these, don't worry too much. But, get at least a couple of them ready to go for later in the game.


Lastly, when you first enter the map designate a Zone for any pack animals you've brought with you. Include grass if you wish, but it shouldn't be too long after combat is over that you can release them from that restricted zone. Equip appropriate weapons for the task at hand and go to it! Good luck! :)
SeniorPZ Oct 5, 2019 @ 12:59pm 
Originally posted by Morkonan:
Originally posted by Rene':
Thanks guys!:steamhappy:

Just a note, in case you haven't left on that caravan, yet:

Pack animals are very useful. If it's an appropriate season, they can graze as you travel and you won't need to bring food for them. (For "Grazers" only.) Mufalo and Alpacas are great for this.

Bring enough Meals for each colonist on the journey to have two meals a day for the round-trip travel time. Then, add fifty-percent more than that... (They may get delayed.) You also have to plan on having Meals for the rescued hostage.

Medical Supplies: Medkits are must. Some drugs could help, too. Give each colonist a dose of Penoxycillin, if you have enough, before setting out on their journey and, depending on round-trip time, keep all of them with a dose of Penox on-board, just in case. It can save their life if they get injured with no advanced medical facilities around. And, they also won't be bringing back any diseases, either. (Dose up on combat drugs if you want, just before combat. I generally don't do that before they leave in order to avoid getting them addicted.)

Smokeleaf - Each traveler should carry one Joint and be allowed to use one a day based upon a low Mood level. Why? It's likely that as soon as they exit combat they will get some big mood penalties. Preparing in advance before that happens by allowing them the chance to wind down with a joint as soon as they can is very, very, helpful. (You can bring extra if you wish.)

Bring enough wood/materials to build a Campfire and Butcher Table, just in case, if you have some grazing pack animals coming with you.

If you have a Sniper Rifle, bring it. You'll want it. If there's a Turret, target a connecting Conduit outside of it's auto-connect zone and destroy that conduit to disable it's power supply. If you can't target an easy to hit Conduit, aim for the Solar Power or the Turret, itself. (The latter is the last option.)

If you have a Shotgun, bring it. Have your Sniper switch to it before breaking down the door to any building. Sometimes, enemies may still be in there and a shotgun in the doorway says "Go Away" very efficiently...

A Personal Shield is nice for one of the Melee Door-Kickers.

Prisoners: I generally don't bother with the difficulties of capturing a prisoner, usually wounded, and hauling them back to the colony. It's a bunch of trouble...

Drop Pods: Your caravan's safety can be greatly improved if you have some drop pods ready to send them emergency supplies or extra personnel. If you don't have these, don't worry too much. But, get at least a couple of them ready to go for later in the game.


Lastly, when you first enter the map designate a Zone for any pack animals you've brought with you. Include grass if you wish, but it shouldn't be too long after combat is over that you can release them from that restricted zone. Equip appropriate weapons for the task at hand and go to it! Good luck! :)
Wow very informative guide here. You should really write one for Rimworld! Thanks a lot.
geoid Dec 17, 2020 @ 3:40am 
So I sent a caravan to rescue someone, got there but it won't let me rescue them. Says: "no reachable bed" or something. So now what? (There are beds back at the colony).
apud.harald Dec 17, 2020 @ 3:45am 
Originally posted by geoid:
So I sent a caravan to rescue someone, got there but it won't let me rescue them. Says: "no reachable bed" or something. So now what? (There are beds back at the colony).

make a 'sleeping spot' from the furniture menu, on the place you are at.
It takes no material or even an actual pawn.
Cheet4h Dec 17, 2020 @ 5:04am 
Originally posted by geoid:
So I sent a caravan to rescue someone, got there but it won't let me rescue them. Says: "no reachable bed" or something. So now what? (There are beds back at the colony).

The "Rescue" option is usually for taking downed pawns to a bed.
You should either have a "Free X" option when right-clicking them, or they should join you as soon as you cleared all enemies and approached them.
If they already joined you (Check the Bio tab, your faction should be displayed there), you can just reform the caravan and they'll be carried by your other caravan members while they trek back home.
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Date Posted: Oct 5, 2019 @ 1:13am
Posts: 14