Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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?
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.
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.
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.
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.
Is that the set up camp mod your taking about, if its not do you know the name?
Excellent that was exactly what I was hoping existed after this happend and I felt like it was some kind of arbitrary countdown timer.
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.