RimWorld

RimWorld

Caravan Lost
So im not new to Rimworld, but Ive never really used the caravan mechanic / quests before. I got a tip off for a item pickup, sent one guy, got ambushed, but he fought his way out, it was very cold and he was on the verge of a mental break in a little wooden house, I had him rip up the floor so he could make a fire to stay warm and heal, and then it suddenly said, caravan lost, and he disappered and is now gone from the game. Almost like a timer at the mission location expired or something. IDK, kind of lame, any insight as to why this happend / how to avoid it>?
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Showing 1-13 of 13 comments
Cloud Breaker Oct 8, 2018 @ 11:25pm 
I noticed I have a colonist banished to death malus also on everyone still at the my colony...
grapplehoeker Oct 9, 2018 @ 12:15am 
Stop overs anywhere along the route are only temporary and yes, there is a time limit.
This includes event locations. Once you've completed business, there is no other reason to remain. So, if you're not going to settle there, then pack up and head home ;)
Pay attention to the countdown.
Reform the caravan and depart before time's up.
Last edited by grapplehoeker; Oct 9, 2018 @ 12:19am
Cloud Breaker Oct 9, 2018 @ 12:17am 
Originally posted by grapplehoeker:
Stop overs anywhere along the route are only temporary and yes, there is a time limit.
Pay attention to the countdown.
Reform the caravan and depart before time's up.

I didnt even realize there was a countdown going, I just assumed it was a second colony for all intensive purposes before I decided to leave, the guy was bleeding out if I didnt stop to save him he prob just would have died. Anyway to change the amount of time you have?
grapplehoeker Oct 9, 2018 @ 12:24am 
Originally posted by Feed Kill Chain:
Originally posted by grapplehoeker:
Stop overs anywhere along the route are only temporary and yes, there is a time limit.
Pay attention to the countdown.
Reform the caravan and depart before time's up.

I didnt even realize there was a countdown going, I just assumed it was a second colony for all intensive purposes before I decided to leave, the guy was bleeding out if I didnt stop to save him he prob just would have died. Anyway to change the amount of time you have?
You could make it a second colony, but that means you ordering to Settle there, from the World screen. This will also depend on how many settlements you have allowed the game to have via options before you started.
If it is only one, then settling here would mean abandoning your current base location.
If it is more than one, and if the injuries are so serious there is no way you can travel, then settling will be the only way to prolong your stay.
Normally, I stay only as long as it takes to patch up a casualty until the bleeding has stopped and then I reform the caravan. Progress will be much slower with an injured caravan party member, but you can still travel.
Last edited by grapplehoeker; Oct 9, 2018 @ 12:24am
AquaX Oct 9, 2018 @ 12:39am 
If the pawn is bleeding but you got some medicine, you can check the self-tend in their health tab. This would allow them to self patch up to 70pct. When their back in world map caravan form, have them rest for a bit so they can tend to themselves.
Jaasrg Oct 9, 2018 @ 1:25am 
This has to do with all caravan members becoming incapacitated on a "hostile" map/traveling.
I sent out two people to rescue a prisoner and after killing the defenders and starting to patch my pawns up, game decided my pawns were wounded enough and were captured by the hostile faction.
Which fits to what you noticed by 2nd post, don't send out lone rambos out there and expect your colonists to be ok with it if they don't come back.

As for the timer, it's exactly what it says on the tin: time until the caravan is automatically reformed.
If you wait it out you get the normal screen with pawns and such like you would get when forming a caravan normally. Now if you choose to leave people behind on that screen, well that's a fault on your side, game kindly pops up a tip at the top informing you that things not taken with you are left behind.

Settle in place and allow them to heal sufficiently before continuing journey since now they are considered to be safe.
Edit: Though if game decides they're too badly hurt (resulting in caravan lost), they would need help from others to get back on their feet so settling them on place would just prolong their suffering.
Last edited by Jaasrg; Oct 9, 2018 @ 2:29am
Cloud Breaker Oct 9, 2018 @ 9:43am 
Still very confused, Im just going to have to do a play through where I focus on this and learn the mechanic, there was no pop up screen, no automatic reforming, I walked into a little house, two guys came in, my pwn killed em with a knife, he looted the item, he patched himself up, started ripping up the floor and the screen just disappered back to my other colony and said caravan lost.

I downloaded a mod called setup camp, I havnt used it yet, but im not sure if this played into the situation. Im going to unload it before I play around and figure out how this all works, so I can know what its actually doing to the base game, im not sure if it played into what happend but I doubt it based on its descrption, sounds like its just for setting up a temporary settlement.
AquaX Oct 9, 2018 @ 9:50am 
I think what happened was that either your pawn died from his injuries before he was done or that his injures was bad to the point that self patching wasn’t enough.

At the bottom of the injury tab, you will see a bleed out % and potential time depending on how injured the pawn is. If that timer hits 0, they die.
Cloud Breaker Oct 9, 2018 @ 9:51am 
He got all patched up, and didnt drop, I was getting the major mental break warning on the side though, if they are alone on the map and they break does it insta end?
AquaX Oct 9, 2018 @ 9:55am 
I think so since when a mental breakdown occurs, you lose control of that pawn. As long as 1 pawn hasn’t broken down yet, you can immediately reform and keep everyone.
Cloud Breaker Oct 13, 2018 @ 3:59pm 
Originally posted by bearhiderug:
There is a mod that allows you to make the time longer for area, and encounters.

Is that the set up camp mod your taking about, if its not do you know the name?
Cloud Breaker Oct 13, 2018 @ 5:12pm 
Originally posted by bearhiderug:
I spelt it right, was worried searching for i would mispell it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1366888108&searchtext=mehni
It has a bunch of options. However they are configurable to the users choice. I bump my days up for areas. Makes no sense I can not choose to stay longer if i wanted to. Usualy staying on an external map non colony type usualy revolves around food anyway. Hope this works for you. If not hope you find something that does =]

Excellent that was exactly what I was hoping existed after this happend and I felt like it was some kind of arbitrary countdown timer.
EdwinHubble May 24, 2020 @ 11:00am 
Man, this just happened to me, and I lost two very good pawns to it.

I'd call it a bug, because while they were both pretty injured, they were both patched up and healing on the first night on the quest map. We hadn't even claimed the new quest reward yet, and I got kicked to the world map and told that my caravan was lost.

If there was a mental break, I'd like to see it. Otherwise, I feel like I just lost two useful pawns for no obvious reason.
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Date Posted: Oct 8, 2018 @ 11:15pm
Posts: 13