RimWorld

RimWorld

Tam Kay Chi Nov 2, 2018 @ 12:48pm
Remove automatic resting for caravans at night?
Hi, I am currently stuck in a predicament. An important pawn in a caravan has an infection. I had to stop them and set camp (mod set up camp allowed me for that). Having no great doctor, the pawn is now at 63% infection vs 51% immunity.

I sent a good doctor with proper medicine to the camp.

The problem now is the game automatically makes caravans on travel rest at night. Meaning they don't move at all. It's not the first time I noticed this, but now it's actually bothering my playthrough. The travelling caravan is not dead tired and is 1 tile away from the camp with the infected.

Since this is a permadeath playthrough, I am tempted to just not play the save until I find a solution. But I can deal with it with amputation. Still, if the situation could be saved if it weren't for that forced resting, I'd rather go the "no resting" route.
< >
Showing 1-15 of 17 comments
Tam Kay Chi Nov 2, 2018 @ 12:52pm 
I have googled my problem and I didn't find much solution, hence why I posted here.

But I think I'll end up using dev mode to push that doctor caravan to the camp tile.
If there is a vanilla or mod solution, it's still very relevant to make it known here.
dnrob7 Nov 2, 2018 @ 12:56pm 
Treatments are automatic duting caravans.. I dunno what all this stuff is about "setting up camps" and whatever but they should automatically use the best meds with the best doc they have, provided the patient is set to recieve them.. Glitter could still fix that problem, just launch a pod with the meds and the situation will fix it's self.
sbmarauderman03 Nov 2, 2018 @ 1:37pm 
There's no way in vanilla to remove the resting phase and I don't think there's a mod for it.

I've done a LOT of caravaning since the A17 release and have had many colonists come down with infections/sicknesses during a caravan. I always made sure my caravans have meds (all 3 types when possible) and when a colonist is sick, I ensure they are set to receive medical attention and kept track of their 'race for immunity'. 100% of the time the colonist achieves immunity (even in situations like yours where immunity is lagging behind the infection), and IMO it appears to happen quicker than if they were at 'base' and in bed 24/7.

Next time when you caravan, make sure you have meds with you and at least one competent doctor (skill 6 or higher) in the group.
Tam Kay Chi Nov 2, 2018 @ 1:59pm 
Yeah, never thought of preventing such a situation until it happened. My initial caravan had at best lvl 5 doctor and herbal medicine, which was not enough to counter the infection that happened mid-travel. If I didn't set up camp (with the mod I initially mentioned), I am guessing the treatment wouldn't have been as good. Because being able to treat on a map means I can put the patient in a bed with a room and all.

I currently don't have pods, but I would have definitely thought of that if I had the research.

My idea was to send my best doctor with good medicine. In the end, all is well, I used dev mode to have him reach the destination (had to bring it back from permanent removal). I re-disabled it after. And it was an absolute must as the previous treatments were poorly tended (35% at best) and immunity was not keeping up with the infection (had a bed and wooden floor constructed on the spot). It resolved with immunity reaching 100% and infection at 99%. If my doctor was to stay resting on the next tile during the night, the pawn would've died from the infection or a botched amputation.
dnrob7 Nov 2, 2018 @ 2:43pm 
See the thing about permadeath plays is you have to deal with the ♥♥♥♥ as it is. If you don't, then you never rally made it.
Today I lost so much in this game I damn near quit, but I kept on going, losses n' all. You didn't.
Tam Kay Chi Nov 2, 2018 @ 3:39pm 
yes I understand and want to play this way, hence why I disabled dev mode a long time ago. This situation here I felt I had to look for something because it seems quite arbitrary for a caravan to be forced to rest (when their fatigue is half full, not drained). When it's the evening, they get slowed down, which is how I'd expect the night travelling to be (night would be harder to navigate), but full stop I am not so ok with. I must note that I lost precious time looking for a solution too. One tile away, and the pawn stops resting when he's not tired, but his mission is to go save a person in dire need.

If the %s weren't favorable in the end, I wouldn't have wanted to go back. Not only because of permadeath (which makes it impossible), but because I know that even if the doctor reached the camp in time, it wouldn't have been enough.

Anyway, anybody can play the way they want. I happened to stumbled upon a situation I deemed arbitrarily unjust (pawn halts its travel at night, wether you want it or not).
Alastair May 19, 2019 @ 1:09am 
Yeah wish their was a way to cancel it.. Like I play as a vampire it make sense to travel at night if he is solo... Just feels like limited sight on the MANY stories this game can accomplish..Or when you want to do a sneak attack on some bandits... No wait you have to wait for the solar panels to feed them turrets.
TC May 19, 2019 @ 5:47am 
Infection is a horror during caravan. I mostly set up camp, launch 110 steel and two components. I make a launch pod on the camp and shoot them home.

I break down the launch pad and travel further.

At home he gets the best treatment possible. Infections are no joke :)
M.K. (Banned) May 19, 2019 @ 5:58am 
One thing that sucks is that the caravan sleeps at night, *not* when its occupants are tired or scheduled to sleep.
I've had a quick sleeper on caravan. Normally he is good with 4-5 hours sleep per night, rising at dawn from a midnight bedtime. But on caravan, he insists on sleeping 9 hours a day.
I suspect (unconfirmed) that the caravan timing also ignores nigh-owl preference, even if the whole caravan consists of only nightowls.

To the extent that I've had guys that awaken naturally (at about 3am), form the caravan, and then *instantly* fall asleep the instant they reach map.

And no, caravan is one guy. No companions with other sleeping patterns, no animals.
Last edited by M.K.; May 19, 2019 @ 6:00am
Kírby (Banned) Jun 19, 2019 @ 8:09am 
The whole simulation lags on logic. People who do not need sleep at night. A surprise attack at night - alone to turn off solar power plant. But after he did not make it on his own and sold himself, it's as deficient as the Elder Scrolls series anyway. Without the modders, which are not paid, maximally mediocre.
Raymond Jun 19, 2019 @ 8:37am 
as long as there are at least herbal medicine and a good doctor in a caravan or the dude has good medical skill on his own, the infection will go away briefly.
Gamefever Jun 19, 2019 @ 7:20pm 
Since you have camping....
Amputation will fix your problem.

Its a legit solution, I just wish I knew earlier that it was even a solution would have saved my bacon a few times with other factions as well.

Off with the leg.
Last edited by Gamefever; Jun 19, 2019 @ 7:22pm
Morkonan Jun 19, 2019 @ 8:03pm 
Originally posted by Tam Kay Chi:
Hi]...Since this is a permadeath playthrough, I am tempted to just not play the save until I find a solution. But I can deal with it with amputation. Still, if the situation could be saved if it weren't for that forced resting, I'd rather go the "no resting" route.

There are a couple of mods that add some features to caravans that could provide you with a workaround. There have been a couple of threads on Steam with links to those mods. IIRC, it was pretty easy to search for them by just inputting "Caravan" in the search bar.

One that I remember seeing that claimed to reduce the rest timer was still available, but I don't think it has been updated in awhile.

I think you can use the editor to remove the affliction if you find it necessary. (Never played on permadeath, though.) To me, saving a fun playthrough is what matters, not obeying any "rules."

"Resting at night" or not, it doesn't really matter. A tile is a tile is a tile and take xx time in order to cross it. It makes sense from a gameplay perspective to require "time spent" when crossing a tile. Having the normally natural rest period in there makes sense as well...

It's the "Doesn't need to rest" thing that doesn't make a lot of sense and throws a monkeywrench into the works... Effectively, pawns that don't need to rest when traveling on the overland map make the world "smaller." Requiring rest periods "embiggens" the world map. :)
Nerdy Dork Feb 3, 2020 @ 6:47pm 
did they "fix" it ?
my caravan is still resting even if they are fully rested,,,
Astasia Feb 3, 2020 @ 7:02pm 
Originally posted by Nerdy Dork:
did they "fix" it ?
my caravan is still resting even if they are fully rested,,,

There haven't been any game updates since this thread was made, so no they haven't "fixed" anything. There likely wont be any further game updates either, the game is finished, at best they might continue to slowly fix technical issues.
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Nov 2, 2018 @ 12:48pm
Posts: 17