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A Caravan in RimWorld is a small expedition force you peel off from your colony to chase quests, answer distress calls, trade with neighbors, or strip a ruin for steel. Forming one is straightforward in theory. Keeping the party alive on the road is the part most players get wrong on their first try. Here is how to set up a Caravan properly in RimWorld and what to pack so it does not collapse halfway to its destination.

The setup itself only takes a minute once you know where to click.
Your chosen colonists and animals will gather at the packing spot, load up, and walk off the map. A small yellow icon on the world map shows where the party is at any time.

"Successful" means different things in different runs. Sometimes it is finishing a quest. Sometimes it is just getting everyone back with all their fingers attached. Either way, the same handful of decisions tend to make or break the trip.
Resist the urge to send a Caravan in the first season. Every colonist on the road is one less rifle on your wall when raiders show up, so the home base has to defend itself shorthanded. Build up a real food stockpile, stash medicine, finish your turret line and basic walls, and only then start planning expeditions.
A common rookie move is loading up six colonists "for safety". The math punishes you. Every extra mouth burns through rations faster, and starvation is the real boss fight of any RimWorld road trip. Two specialists is almost always the sweet spot: one built for damage, one built to patch wounds and keep the group standing.
Fresh meals look tempting in the loading screen, then rot in the saddlebags two days later. Stick to non-perishable options. Pemmican and Packaged Survival Meals stretch your range dramatically and free you from worrying about temperature. Bring noticeably more than you think you need, because the world map is never as fast as it looks.
Travel in RimWorld is miserable. Bad weather, no roofs, no recreation, and the occasional pirate ambush all chip away at mood, and a colonist who hits a mental break in the wilderness is a problem you cannot solve from base. Pack Bedrolls for proper sleep and a few Beers for morale. A small comfort kit is cheaper than chasing a wandering colonist three biomes away.
When you raid a hostile camp protected by turrets, ignore the turrets if you have the manpower and head straight for the power conduit or generator. Once the base loses power, the turrets go offline and become loot. Pack up the disabled turrets and walk them home. Free defenses, paid for entirely by someone else's poor planning.
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