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In fact, I use the camp mod to make 2nd or 3rd bases. Since they are permanent camps, then you can basically build a base or farm there to keep your colonists supplied there while they work the area.
When using this mod, you can leave some members behind, or take them all. The camp remains for you to return to.
I recently started a new colony on ice sheet, and I found that this is pretty much one of the ways I can get steel. So every few days when the quests for enemy outposts or prisoners show up, I try to do some of them to be able to go and get steel from deconstructing things at the outposts.
Other than that, in other biomes where steel or resources are plenty, I probably would ignore those quests most of the time.
Yeah, I definitely need more muffalo...my animal trainer went and got himself killed, so I've been hoping these guys will pick up the procreation pace here =P
Thanks Aqua.
Eh..I think I tried to "set up camp" again in the same spot...because I couldn't figure out how to stop the caravan there...how to get my pawns back under my control, you know what I mean?
Because the caravan is just this yellow dot...and when they arrived at the previous camp location, it was still this yellow dot. I couldn't figure out how to be able to zoom in, see where they were at and take control of the pawns. Just looking at that dang yellow dot and finally pressed, "Set up camp". Which...I'd already done a couple months prior or whatever...
How are you supposed to do it, do you know?
I usually send most of my people with my caravan, since in beta I've lost caravans due to rng random events. The events are ultra rare though, I think in 1.0 it only happened once where some tribals demanded my camels and my group killed them.
Feeding them was never a problem since I turned raiders into human meat and then into thousands of kibble. Then on arid shrubland, grass is everywhere and its always summer.
In fact the problem was often, the people ate all thier food and started eatting the camel's kibble (Which is whoooole lotttta mood debuffs like idk -25 or -30).
I did get a moofaloo and an elephant but ended up killing both, cuz I wanted mono camel.
You get -6 on whole colony and the person who butchered gets debuffs that stack up to 10x, unless the cook is a psycopath or cannibal. Mine wasn't, but I didn't care if he had a mental break each time. Later when I moved to arid shrubland I had a psychopath or something do all the butchering since the old cook died.
Tantrum is the only mental break I care about, since it can destroy items. If a pawn starts a tantrom they get beat to a pulp instantly via drafted + fist. Not having a pawn destroy an entire stack of mortor shells, anti disease meds, a telescope, archtech leg, ect again.
-6 really isn't much until later when your colonists are spoiled brats and want the world, since your colony's wealth has gotten really high.
Yes, and it can be done without mods (pure vanilla).
Start by using a Long-range Mineral Scanner manned by your best Intellectual pawn.
Once found, form your caravan, but keep scanning for minerals.
If you cannot haul everything back, bring some Guard-Planters (GP's). The GP is a pawn that has a very high skill in combat and plants. The plant skill is needed to forage, the higher the better.
After mining all the minerals, form the caravan and deliberatly bring everything to over load the caravan. They cannot move, however, split the caravan and leave the GP's behind with any minerals you cannot haul back. Set the GP caravan to 'Rest", they will forage at 200% rate, even better if you have a Tribal Scenario start (170% additional bonus to forage). The GP caravan can almost live forever as long as the forage rate can provide for the pawns.
Meanwhile, you were still scanning and by the time you gather everything up and bring everything home then you'll most likely get another 'hit' on the scanner ... Rinse and repeat.
EDIT: ... Oh, don't forget to bring bedrolls, beer, and joints (BBJ is what I call it).