Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning (2% chance/meal) like all raw food consumption. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing skill. If all party members die, the entire caravan disappears and everything is lost.Ĭaravan members will feed as needed while traveling or resting, so long as there's allowed food in the caravan inventory. If they die on the global map (such as from blood loss), their gear will be lost. If a caravan member dies in the close-up view, they will drop their items which must be picked up. These keys work similarly for the arrow to subtract. When over capacity, the arrow arrow from +1 to adding more as follows: The arrow indicates you cannot carry the full quantity, but it will automatically take the maximum amount. A double arrow will take the full quantity of an item. Buttons are used to select items/amounts. The combined carrying capacity and mass of selected items is listed at the top. If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight. For humans, this includes the clothing, gear, and inventory that they already have.īaby or juvenile animals have a reduced carrying capacity. The carrying capacity of humans and pack animals in a caravan is separate from their Carrying Capacity for hauling, and is given by their Body Size multiplied by 35. Only items located in your Stockpiles or Home Area are shown while initially packing when reforming the caravan you can select any item on the map. Mechanoids will always add their carrying capacity to the caravan's, regardless of whether their overseer is in the caravan. Mechanoids inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. The caravan will take the name of the best negotiator in the caravan (highest social skill.) Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed. Incapacitated pawns cannot be chosen to join the initial caravan. A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.This can take a long time if there are lots of items to pack or there aren't many haulers available. A caravan with pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory.Colonists only need to pack items to their personal inventory and can exit the map rather quickly. A caravan without pack animals forms the quickest.There are three different ways that caravans are formed: ![]() Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down. When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, animals, any prisoners you want to transport, and, if you have Biotech, any Mechanoids your Mechanitor possesses. You can create multiple caravans.Ĭaution: Clicking 'Abandon' on an unoccupied colony will not prompt for any confirmation before making it an inaccessible ruins and lost forever. A dialog is shown to assign pawns, animals, and items. ![]() In the World map, select the colony icon and click 'Form caravan'. It also avoids the cost for requesting traders at the comms console. Also, you get a 2% price bonus for direct trading. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination. Each caravan is represented on the world map by a yellow icon. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule a caravan can also act as a raid squad to attack other establishments. ![]() For caravans visiting you from other factions, see Trader.Ĭaravans are a group of one or more colonists who gather together for different purposes and leave the current map tile.
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