![]() If you have Water Power mod and Bridges sub mod, make sure Trading Spot is in the Mods list higher than (listed before) those mods otherwise you will not be able to place the Trading Spot. Use ModSync RW to know if/when this gets updated: Disable work requirement to place trading spot To remove the mod, delete the Trading Spot, save, remove the mod, then load the save. This will work in current saves without a problem. Trading Spot marker is located in the Architecture menu under Misc Thus animal mass must be taken into account when planning caravans that involve them for one or more leg of the journey.A designated spot for traders to stop at. ^1 While no one is going to carry a pack animal on their back, transport pods and shuttles do have weight limits of 1 kg respectively. Note that Thrumbos will refuse to carry packs, making them not technically a "pack animal", but they can be ridden, providing a speed factor of 1.6 to their rider in a caravan on the world map. However, every mech has a use beyond a caravan, and caravan efficiency should rarely be a determining factor in mech choice. ![]() ![]() Tunnelers are also the most efficient mech for capacity per material resource, even when ignoring bandwidth, but assuming plasteel and components are readily available. The most efficient mech for capacity per bandwidth is the tunneler. Combat mechs can be used to protect their traveling mechanitor And if you need the extra carrying capacity to hold some supplies, then you may want to load a mech on there. If a mech isn't doing any work, you might as well bring it into the caravan. Treat mechs like extra carrying capacity, rather than an animal you have to feed and manage. If the mechanitor and their mechs are separated, then no mech commands can be issued, but mechs can still carry things as usual. Only when they enter into an event map, like an ambush, will they use power normally. While on a caravan in the world map, they do not use any sort of power. Adding carrying capacity thus makes a caravan move faster.įriendly mechanoids can also add to a caravan's carrying capacity. A caravan at maximum weight capacity moves at half the speed of an unladen one. The more weight you add to the caravan, the slower it'll move. This is only recommended for long-term stay. Time permitting, they can even construct buildings and workbenches, etc. Depending on the scenario, the traveling colonists can set up a temporary base and produce food (and other items), the same as at your home location.This food can supplement both the pawn and the pack animals food needs. Colonists will forage for berries/ agave fruit/etc proportional to their Foraged Food Amount stat, with Tribal pawns receiving a 170% bonus.Be careful about bringing many animals or large animals, such as Elephants, during this time. They will not be able to graze outside of the growing season however. As a result, provided the season and terrain allow, they can sustain themselves through grazing while in a caravan. All of the pack animals currently in the game are herbivorous.You need to take into account the distance you're going, whether you plan to stay (or might) and for how long, and the return trip's length, and bring food accordingly for your colonists and animals. Elephants can be used as combat animals, muffalo can be used for their wool, etc. However, horses are not found in all biomes, and other animals have other benefits. This arguably makes them the best pack animal, and always useful to have more of until you reach maximum riding speed (1 horse / colonist). Horses offer the fastest riding speed, tie for 2nd best weight capacity (at 84 kg), and only have a 0.68 hunger rate. Below you will see a table that will help you decide what will be the most appropriate pack animal for you. The current pack animals in the game are Alpacas, Bison, Donkeys, Dromedaries, Elephants, Horses, Muffalo, and Yaks. Trouble is now theyre all just 'waiting' and 'resting' but its been like 12 hours (not just sleeping overnight) with no sign of them. I sent a caravan to a rescue mission, then on its way back it stopped at a peace talk which went successfully. Pack animals refer to animals that you can bring along on a caravan to carry extra weight. RimWorld > General Discussions > Topic Details.
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