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RimWorld

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Komyeta Mar 8, 2023 @ 1:56pm
Troubles with caravans on "hostile" map tiles
Disclaimer: I have unmodded the game entirely, and even uninstalled and reinstalled it, thinking maybe a mod was causing the issue, but no... Even with a purely vanilla game, the issue persists.

The issue: Caravan Animals do not leave map tiles when a colonist is ordered to leave it by walking to the edge (marked in green) which leads to animals being abandoned and lost. Aditionally, sending several colonists to leave the map in the same way doesnt seem to make them join eachother, they instead make individual caravans which must then be manually merged in the world map. Again, animals ae not joining them.

Does anyone else has this problem too? I dont remember this behavior being the case back in 1.3... Back then, animals would automatically leave the tile and join the caravan when a pawn is ordered to do so. I cant find a way to use animals in caravans anymore because of this issue.
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Showing 1-13 of 13 comments
Riepah Mar 8, 2023 @ 2:03pm 
Leaving by walking to the edge is an emergency escape measure. If you want the whole caravan to leave together, go to the map, click the tile and then "Reform Caravan", where you can choose whom and what you want to be a part of said caravan.
Komyeta Mar 8, 2023 @ 2:07pm 
Originally posted by Riepah:
Leaving by walking to the edge is an emergency escape measure. If you want the whole caravan to leave together, go to the map, click the tile and then "Reform Caravan", where you can choose whom and what you want to be a part of said caravan.

You mean this behavior is intentional now? Since when? So now there is no way to chicken out of a fight I cant / dont want to win? Retreat was usually always an option unless ambushed.
Last edited by Komyeta; Mar 8, 2023 @ 2:07pm
Riepah Mar 8, 2023 @ 2:09pm 
Originally posted by Komyeta:
You mean this behavior is intentional now? Since when? So now there is no way to chicken out of a fight I cant / dont want to win?

Sorry, I cannot answer that question. By the time I started playing the game, it was already like this, as far as I am aware.
Last edited by Riepah; Mar 8, 2023 @ 2:09pm
martindirt Mar 8, 2023 @ 10:39pm 
Originally posted by Komyeta:
Originally posted by Riepah:
Leaving by walking to the edge is an emergency escape measure. If you want the whole caravan to leave together, go to the map, click the tile and then "Reform Caravan", where you can choose whom and what you want to be a part of said caravan.

You mean this behavior is intentional now? Since when? So now there is no way to chicken out of a fight I cant / dont want to win? Retreat was usually always an option unless ambushed.
It's like this since 1.0. Fleeing from quest tiles results leaving your animals behind.
You can reform your caravan from World map only when there are no more hostile pawns / turrets. Chicken out always had a price.
I've had to leave sites a few times before, and the one time I remember losing some animals recently was when the few remaining ones were asleep iirc. Reloaded and everyone left together when I tried again.
Komyeta Mar 9, 2023 @ 2:47pm 
Originally posted by martindirt:
Originally posted by Komyeta:

You mean this behavior is intentional now? Since when? So now there is no way to chicken out of a fight I cant / dont want to win? Retreat was usually always an option unless ambushed.
It's like this since 1.0. Fleeing from quest tiles results leaving your animals behind.
You can reform your caravan from World map only when there are no more hostile pawns / turrets. Chicken out always had a price.

Sorry but I have to say you statement completely false. I DO remember that in these cases, animals would always try to move out of the map and rejoin the caravan. Trained or not, as soon as a drafted pawn is ordered to leave through the map's edgemarked in green, all tamed animals would stop what they are doing and move towards the edge to join said pawn in a caravan.

Securing the map encouter to "reform caravan" was unnecesary. You could just walk away. Im kind of sure this is a recent bug. Im sure of it because during 1.3(ideology), I used many tamed combat animals in my caravans regularly.
Last edited by Komyeta; Mar 9, 2023 @ 2:50pm
Komyeta Jan 28, 2024 @ 9:49pm 
Bump? am I seriously the only person bothered by this issue? damn
MadArtillery Jan 28, 2024 @ 11:16pm 
I highly doubt many people run into this because mostly people just reform on the map instead of walking off negating the issue out of rare edge cases of running away which I'd guess is likely highly uncommon.
Last edited by MadArtillery; Jan 28, 2024 @ 11:17pm
Minty Fresh Jan 28, 2024 @ 11:21pm 
I'm not sure about other hostile maps but I have done recent quests, one raiding a terminal in a hostile village and one raiding an ancient ruin (both are from one of the DLCs), and, in both cases, I was getting chased by hostile characters (more than I could handle) so I ran to the green edge of the screen and the pack animals (muffalos) I bought with me followed and the whole caravan showed as reformed on the map.

This might be a feature of the DLCs perhaps? I only have the base games and the DLCs so it isn't a mod that is doing it for me.
Komyeta Jan 29, 2024 @ 3:36am 
Originally posted by Minty Fresh:
I'm not sure about other hostile maps but I have done recent quests, one raiding a terminal in a hostile village and one raiding an ancient ruin (both are from one of the DLCs), and, in both cases, I was getting chased by hostile characters (more than I could handle) so I ran to the green edge of the screen and the pack animals (muffalos) I bought with me followed and the whole caravan showed as reformed on the map.

This might be a feature of the DLCs perhaps? I only have the base games and the DLCs so it isn't a mod that is doing it for me.
Really??? Gosh, why meeeee. I DO remember this being the normal game behavior too, but for some reason it doesnt work anymore. It has made my usual tactics of using battle animals pretty much unviable and needlessly annoying to deal with.

Pawns SHOULD join in a single caravan when retreating from hostile tiles. Animals SHOULD join them too, not be left behind. Gosh... I dont get it, my game must be cursed or something.
Minty Fresh Jan 29, 2024 @ 4:42am 
I just went to another Ancient Complex on the map with one pawn and one muffalo. I found a sleeping hostile mech and woke it. I checked the world view and the caravan option was greyed out. I ran the pawn to the edge of the map with the mech chasing him - there was a green border around the edge of the map and when I ran the pawn into there it dissapeared followed by the muffaloo. It then went back to the world map screen showing the full caravan of pawn + muffalo.

So it might be something from the DLCs not from the base game, but it lets me retreat from a hostile map with the full caravan intact.
i honestly didn't know you could leave a tile without using the "reform caravan" option lol haven't seen a 'green tile' the closest I've done is when i have someone take a prisoner off the map, and then i just have them move back into the tile.
I've seen mods that sound like what you guys are describing, where they don't want to do a regular caravan formation on their home tile and they're trying escape outright.
Komyeta Jan 31, 2024 @ 7:47am 
Originally posted by Ivarukฅ(^•ᴥ•^)ฅノ彡:
i honestly didn't know you could leave a tile without using the "reform caravan" option lol

Yes you can, I assure you its entirely a vanilla game functionality. It usually works if your paws are the ones doing the "raider" role, as in entering an instance by yourself, the green border appears when there are still hostile pawns in the area. However if your caravan is ambushed by outside parties, you usually are forced to fight and win in order to reform the caravan there, and the green border never shows up in those instances.

Ths function is great for scouting a dangerous area first before you're willing to commit to a fight, you can just retreat and come back later better prepared or something.
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Date Posted: Mar 8, 2023 @ 1:56pm
Posts: 13