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People who say caravans are broken are wrong. But people who say caravans are perfect aren't right either.
You should probably note that problem in the official RimWorld Discord in Bug Reports. The devs don't really read the Steam forums.
No, it's not at all like cooking, because once you've got a system running cooking is entirely predictable and doesn't require constant attention. When you caravan the leave times changes depending on how many people, how much stuff, and how many animals are going With the 1.3 changes it also depends where the animals are and how long it takes to rope them. Sometimes the pawns will rope 3-4 at a time, other times just one.
And if something happens that interrupts cooking you don't lose a lot of time. Example: when you accidentally add a gimped donkey, but the whole caravan gets packed and you either have to leave behind the stuff packed on the donkey, wait hours to get off the map, or cancel it. Example: when you are loading a bunch of junk weapons into the caravan and one of them happens to be on the other side of the base, but you don't notice until the entire caravan gets held up, and then pawns are grumpy.
Yeah, let me get my tribals busting out that hydroponics. Should be no problem by year six. Then I'll just have them grow rice and carry it to closet as a workaround for the brand new pen system. Seems to prove my point.
No you can't optimize for everything unless you're playing a temperate forest. I'm on arid shrubland. My best defense is in location A, best soil is location B, and the anima tree is location C. So my pen is location D, as close to my workshop as I can make it, but still relatively far because I need the only patch of good soil for farms. I have to have a large pen because there's not a lot of good soil, and that allows a lot of the animals to roam to the opposite side.
Yes, of course I have a special pen for caravan loading, and I even put hay in it. And guess what happened in my last caravan? Got a breach raid after I moved the animals to the loading pen and started packing, then after the raid got taken care of the animals (many young ones that I hoped to turn into insanity lances) were all exhausted. So I had to cancel the caravan, unpack everything, and then start over the next day.
I frequently have dozens and dozens of items to load: textiles, raider weapons, raw resources, travel supplies. I frequently have hundreds of kilos, the majority of which is packed into a small area thanks to LWM's Deep Storage. I've done two purely nomadic runs and in the last 4-5 runs spent the first 2-3 years nomadic. I am very, very practiced at caravanning. It takes more than a few hours unless you're just going out on a raid.
Maybe it has to do with playing at a higher difficulty level? I don't have people fall asleep, but I have plenty of misfit pawns, especially early game. I manage mood very carefully, but, as an example, my only good social pawn in my current playthrough is a pessimist whose raider mother got whacked and when one of my earlier caravans got delayed until night time he went into major break risk at the edge of the map because of the darkness. Luckily he was carrying ambrosia or it would have tanked the whole trip.
Yeah, I've actually enjoyed adapting to the new mechanics over the years and I don't mind the new pen system (although it's certainly not what I wished the developer spent their time on), but they didn't put enough effort into caravanning, especially since it already had issues (like not being able to choose your exit point).
It's exactly like cooking, the more I think it about it more perfect I think that analogy is. Caravan packing is entirely predictable and once you have a good design for it it doesn't require any extra attention. You set the loadout and go and it just happens. It doesn't take any noticeable amount of time, you aren't watching and waiting, colonists just get up and do it and are off the map, because it's all right there ready to go.
First, you can get hydroponics by your first winter with a tribal start, I have done it before. You throw a couple tribals on research right away and they get things done just as fast as a normal crash landing start. If you are intentionally handicapping yourself by playing a long slow tribal game where you avoid teching up for as long as possible, then that's going to come with consequences you need to deal with yourself. Second, replace hydroponics with nutrifungus, done.
It's not a workaround, it's what you mostly need to do on anything other than a year around arid shrubland anyway. Animals can't graze year round on most maps, you need to be growing and hauling to feed them a significant portion of every year. Switching just the pack animals you regularly use to a year round packing closest with food delivery is a minimal difference in colonist work requirement.
You mentioned this a few times, why are you packing and moving raider weapons around on caravans? You keep them on your map until a trade caravan comes to buy them from you, or you do something more useful with them like smelt them down. There's a reason they have such a huge market value penalty. Unless you are saying you are getting dozens of triple rocket launchers and charge lances before you have hydroponics on your tribal playthrough.
I think a lot of the issues some people have are because they are just trying to load too much garbage into a caravan and really need to step back and consider if it's worth the time and effort to move that around. This is unrelated to any recent changes, the pen mechanic just means you have to rope the animals, it doesn't change the fact that loading a hundred junk weapons and 50 partial stacks of different leathers onto your pack animals is a waste of time. Watching your colonists run back and forth wasting their time after you ordered them to waste their time doing it doesn't mean the caravan packing system is dumb. It's not like the devs are going to make all the items teleport out of your base like a mission map.
Not likely. I just wouldn't have assigned somebody with severe mood penalties to a caravan trip unless it was an emergency. If somebody has had a close family member killed I generally put them on a full rec schedule and keep them in the base until they get over it. There are very few situations in this game where you "need" to run a caravan anywhere, it's an optional side system that is still mostly just tacked on. There are benefits, like visiting a few outposts to round up some luciferium or extra components early on, but there's no reason to send a mental break risk on caravan run to sell off your useless trinkets unless that's the kind russian roulette you enjoy (and I know some people do).
Last note I will make, if it really bothers you, just use elephants. They haven't changed, they were the best pack animals before, they still are.
And what happens when the caravan walks into danger because they ignore zone restrictions and you cannot control the exit point?
And I've found the tedium and hassle of caravans mostly annoying and thus I've never bothered much with that aspect of the game. The new pen system just makes that worse and now I have less interest in running any sort of ranch. Apparently the old system of just using zone control (electric fences perhaps) and walls (or mods with fences) wasn't good enough role play for some.
RIP Uncle Sio's Boom-Apocalypse Ranch.
It is called being lucky.
The waypoint is where the caravan gathers it's stuff together, it isn't where they exit. There is mod that I installed that allows you to control where they exit as well. The key thing here is that pawns on caravan ignore area restrictions and there is no way to set area restrictions for the caravan.
Yes you could set up right at the edge of the map, jeopardising your general security in order so you could make sure your caravans make a speedy exit without running into danger or anyone having a mental breakdown as they depart.
It don't work that way sorry. Where the caravan is going has no relation to where they exit.
The item gathering process should be a LOT more efficient, and the UI specially needs a LOT of improvement, going through that massive mess of a list every time is not fun even if you know where items usually are.
Mods like trade Helper (I think) help a lot by highlighting certain words you're always willing to buy, like Bionic, Luciferium, etc.. But they can't do miracles.
Perhaps, but I since play on mountains so they wouldn't be able to leave the map in the direction they intend to go so maybe not noticed. In any case, the mechanoids or bugs or whatever may well be in the direction your caravan need to go in, so it changes nothing of the issue.