Fix Your Caravan Packing Nightmare: RimWorld Hitching Spot Secrets
Caravans are your ticket to trade, quests, and new bases in RimWorld – and the caravan hitching spot is the key to making caravans smooth. This guide will teach you everything about the caravan hitching spot, from basic mechanics to pro tricks. We'll cover how to use it, where to put it, how DLCs like Ideology and Biotech affect it, and which mods can further improve your caravans. If you're also struggling with visiting traders wandering into dangerous areas, check out our Trading Spot mod guide for controlling merchant locations.
Jump to Quick StartTable of Contents
Quick Start: Caravan Hitching Spot Basics
If you're already mid-game and just need the essentials on using a caravan hitching spot effectively, this section is for you:
- Place the Hitching Spot Smartly: Find it in the Architect > Misc menu and drop it near your main stockpile or storage area. It doesn't cost any resources or time to build. Only use one hitching spot at a time so your pawns don't get confused and split up. For optimal base organization and storage placement, see our colony layout guide.
- Forming a Caravan: Open the World map, click "Form Caravan", and select your colonists and pack animals (muffalo, horses, etc.). As soon as you accept, your handlers will lead each pack animal to the hitching spot and tie them there. Other colonists will start hauling the assigned supplies to those animals.

RimWorld's 'Form Caravan' Interface, Displaying Colonists and Animals Available for Selection
- Loading Up: Watch for the "caravan forming" icon. Your haulers (even those not in the caravan) will help carry items to the tethered animals. Because the hitching spot is next to your stockpile, they make short trips and pack faster. Colonists now intelligently haul items in their inventory to the animals (since Patch 1.3) instead of one-by-one, which drastically speeds up loading.
- Monitor Animals' Needs: While tied, pack animals will graze on any grass in a small 6-tile radius. If loading takes a while or there's no vegetation, keep an eye out for the "Hungry animals are tied to hitching spot" alert. You may need to bring them food (drop some hay/kibble near them) or send the caravan off before they starve.
- Departure: Once everything and everyone is ready, the caravan will auto-march to the map edge and leave. Untie your animals? Don't worry – when the caravan departs, animals are automatically untied and go with the group. Tip: If you need to abort, you can cancel the caravan formation at any time (or even hit "Leave now" with mods) – the hitching spot can then be reused immediately elsewhere.
What Is the Caravan Hitching Spot?
The caravan hitching spot is a 1x1 spot that you can place anywhere on the ground (indoors or outdoors) to tell your colonists, "Assemble the caravan here." It was introduced in version 1.3 (replacing the old "caravan packing spot") to give players more control and to add new functionality. You place it like a piece of furniture, but it requires no materials, no construction, and can be deconstructed instantly when you want to move it.
When you form a caravan, any animals assigned to the caravan will be led by a handler to the hitching spot and tied with a rope. Think of it like hitching a donkey to a post while you load up its bags. If you don't place a hitching spot, the game will choose a random gathering spot (usually somewhere in your Home area) which is far less predictable. By using a hitching spot, you control exactly where the pack animals wait.
Key properties of the Hitching Spot:
- It's found under Architect > Misc. (It has a yellow circle icon, like a post ring.)
- No build cost or skill needed. Place as many as you want, wherever you want.
- Animals tied to it will eat and sleep within a ~6 tile radius of the spot. They'll graze on grass if available.
- A tied animal that stays too long can get malnutrition if it exhausts nearby food.
- Colonists will use hitching spots on temporary maps (like encounter maps or item stash sites).
- You can deconstruct (remove) the spot instantly when not needed and place a new one elsewhere.
Special Case: Pen Animals in Emergencies
If your pen becomes un-enclosed for any reason – say a wall was deconstructed or a gate left open – your colonists might grab pen animals and tie them to the hitching spot automatically. The game basically says "pen is broken, use hitching spot as a temporary pen." This can surprise you if you weren't forming a caravan at all!
Optimal Placement and Base Integration
Where you put your caravan hitching spot can make a big difference in how fast and safely your caravans get formed. Here are some tips on placement and base setup:

Optimal hitching spot placement inside storage area for maximum caravan formation efficiency
Near Stockpiles
Place near your stockpiles so haulers make shorter trips when loading goods onto pack animals. Ideally, put it inside or adjacent to your main warehouse or freezer. The closer, the faster the caravan forms. For efficient freezer design with proper access, check our freezer airlock guide.
Keep It Accessible
Ensure there's a clear path for both colonists and animals to reach the spot. If indoors, make sure doors are wide enough for your pack animals. A common setup is a "loading dock" room at the edge of your base with direct access to the outside.
One Spot at a Time
Multiple hitching spots will confuse colonists, as they'll randomly choose any available one. This can split your caravan and waste time. Only use one hitching spot at a time and move it as needed.
Indoors vs Outdoors
Indoors placement speeds up loading but animals create filth quickly. Consider using straw matting or sterile tiles for easier cleaning, or build a dedicated "caravan barn" with hay flooring to contain the mess while still being efficient.

Efficient storage room layout using the extended storage mod in RimWorld
Pro Tip: Pen Integration
If your pack animals normally live in a pen, consider building your pen adjacent to your storage area with a gate near the hitching spot. This minimizes the distance handlers need to travel when leading animals to the hitching spot, further speeding up caravan formation. For more on animal management and feeding, see our animal feeding guide.
Speeding Up Caravan Formation
Even with everyone gathered at the hitching spot, caravan formation can take time – especially for large treks with lots of cargo. Here are advanced tips to get that caravan on the road faster:
Emergency Departure
If something urgent comes up (like a raid or mental break), you can force a caravan to leave before it's fully loaded by removing items from the caravan list or, with mods, using a "Leave immediately" button. In vanilla, you'd have to manually cancel items from the dialog and restart. Only do this if absolutely necessary!
Troubleshooting Common Caravan Issues
Even seasoned RimWorld players occasionally hit snags when forming caravans. Here's a quick problem-solution table for the most frequent issues related to the hitching spot and caravan formation:
Problem | Possible Cause | Solution |
---|---|---|
Animals won't stay at the hitching spot | No hitching spot placed, or multiple spots causing confusion | Place a single caravan hitching spot before forming the caravan. Remove any extra spots. Handlers will auto-rope animals there. |
"Cannot rope animal - animal is busy" error | A glitch where an animal is in an odd state or two pawns trying to rope simultaneously | Draft and undraft the handler to reset the job, or remove that animal from caravan. As a last resort, save and reload the game. |
Pen animals tied to the spot without forming a caravan | Your pen became un-enclosed, so the game treated animals as "loose" and found the hitching spot | Check pen boundaries: close doors, rebuild broken fences. Once the pen is fixed, animals will be returned to the pen marker. |
"Hungry animals are tied to hitching spot" alert | Caravan taking too long to load; animals have no food in range | Deliver food to them, speed up departure, or place the hitching spot near vegetation. If nearly done, just launch the caravan. |
Caravan formation stuck | Pawn injured/downed, missing item, or AI pathing issue | Check for downed/broken colonists, remove them if needed. Cancel formation, re-draft everyone to break ropes, then reform caravan. For AI pathfinding issues, see our pathfinding guide. |
Caravan picks a weird map edge to exit | Terrain or pathfinding causes odd route choices | Place hitching spot closer to the side you want to exit from. For precise control, use the Caravan Formation Improvements mod. |
Mod Conflicts
If you're using mods, also consider that mods can introduce their own caravan quirks. Always check mod descriptions for incompatibilities. Players using multiplayer or vehicle mods have reported odd caravan behavior that doesn't occur in vanilla.
DLC Considerations
The core caravan mechanics remain mostly the same across RimWorld's expansions, but each DLC adds content that can interact with caravans or change how you use the hitching spot:
Royalty DLC
Royalty introduces imperial tech and permits, notably shuttle permits. A shuttle lets you call transport to take colonists (and limited cargo) to a destination or back home, potentially bypassing caravanning for certain missions.
- Higher-title nobles (Barons, Counts) won't haul items due to their "won't haul" work restriction. They'll stand around while others do the loading, so plan your caravan crew accordingly.
- For shuttle quests, you don't need a hitching spot at all, but if you bring animals, you can still place a hitching spot on that generated map to keep them from wandering.
Ideology DLC
Ideology introduced tribal and ideological roles and playstyles, including the nomadic lifestyle that some Ideoligions might favor.
- If your ideology has the "Nomadic" meme, you'll be forming caravans frequently. The hitching spot becomes a crucial part of your regular setup. For tips on managing multiple colonies, see our second colony guide.
- Some nomadic players don't build pens for their animals, instead placing hitching spots to keep animals in place. Note that animals tied to hitching spots will not breed in vanilla (they need a pen with a pen marker).
- If your ideology venerates certain animals, you might avoid using them as pack animals to prevent mood penalties if they die during caravan travel.
Biotech DLC
Biotech brings two major new elements: children (including babies) and mechanitors with mechanoids. Both affect caravans:
Traveling with Babies/Children
- Babies and toddlers will be carried by adults, reducing carry capacity.
- Babies require food more frequently than adults—ensure ample baby food and several Caregiver pawns for long trips.
- Feed babies right before leaving to maximize travel time before the next feeding.
Mechanitors and Mechanoids
- Mechs can join caravans and don't need hitching (they stay near their mechanitor).
- Mechs' energy will deplete during travel—for long journeys, you may need to settle temporarily to recharge them.
- Some mechs can carry items, but most have less capacity than traditional pack animals like muffalos.
Notable Mods to Enhance Caravan Forming
While the base game caravan system is much improved, mods can take it to the next level or tailor it to your playstyle. Here are some popular mods related to caravans and how they interact with the hitching spot:
Caravan Formation Improvements
This highly-recommended QoL mod adds features like:
- Pick the caravan formation spot via a button, even mid-way
- Select a specific exit spot on the map edge
- Pause/resume the packing process with a click
- "Leave immediately" command to force departure
- Prevent auto-addition of newborn animals to caravans
Fern's Easy Caravan
If you're tired of waiting for caravans to form, this mod makes it instant. The moment you hit "Form caravan," everyone's at the edge of the map ready to go with all items packed—if there are no hostiles nearby.
It skips the whole laborious hauling and roping process, eliminating the frustration some players have with caravan preparation.
Giddy-up! Caravan
This mod lets your colonists ride animals during caravans, which drastically increases travel speed. If a pawn is riding, the caravan uses the animal's movement speed instead of the pawn's.
With everyone mounted, the mod applies a bonus to overall caravan speed. The tradeoff is slightly reduced animal carrying capacity (animal has to carry the rider).
Other Useful Mods
- Hitching Spot Breeding Fix - Allows animals to breed while tied to a hitching spot (normally they need a pen to reproduce).
- Set Up Camp - Create temporary maps from your caravan where you can place hitching spots and forage before continuing travel.
- Pick Up And Haul - Lets pawns carry multiple items at once, which can indirectly speed up caravan loading.
Action Steps Recap
Here's a quick checklist of essential actions to master caravan hitching in RimWorld:
Always place a Caravan Hitching Spot near where your goods are – it's free and instantly makes caravan packing more organized and faster.
Use one hitching spot at a time to avoid split-ups; move it as needed before each caravan.
Prepare your caravan members ahead of time: get them fed, rested, and ideally happy to prevent packing delays due to breaks.
Leverage handlers and haulers: assign enough people with the Handling skill to rope animals, and let non-caravan colonists haul extra items to the hitch spot for speed.
Watch animal needs while loading – if the hungry tied animals alert pops up, feed them or hurry up and send the caravan.
Troubleshoot pen issues: if animals are tied unexpectedly, check pens and fix enclosures; if caravan formation stalls, cancel and retry fresh.
Integrate DLC features smartly: utilize Royalty shuttles for VIP transport, plan Ideology-based runs (nomads vs. settlers), and pack Biotech necessities (baby food, mech rechargers) for special cargo.
Consider mods for your needs: install caravan QoL mods if you want more control (like choosing exit spots or pausing) or faster travel (riding mounts or drop pod mods) for a smoother experience.
Following these steps will ensure your caravans form up quickly and painlessly, getting you on the road to adventure (or profit) without the usual RimWorld drama of a pack animal wandering into a crossfire or your colonist having a tantrum because the kibble was 200 tiles away.
Final Thoughts
Caravanning in RimWorld combines planning and spontaneity – and the caravan hitching spot sits at the heart of that process. It's a small tool that solves big problems, keeping your pack animals where you need them and your colony's logistics running smoothly.
Mastering its use means faster trade missions, safer travel, and less time spent wrangling errant alpacas. I still remember my first 1.3 caravan after the hitching spot was introduced – I was amazed (and relieved) to see my handler tie up our muffalo inside the storage room while everyone piled it high with goods. No more chasing Bessie across the map because she decided to snack on wild berry bushes at the edge of the screen! For more advanced base building strategies that complement efficient caravan management, check our optimal colony layout guide.
Every RimWorld story that ventures beyond the colony walls starts with that little spot on the ground. From dramatic prisoner rescues to profitable trade runs, the hitching spot quietly supports it all.
With the tips and tricks in this guide, you're well-equipped to organize epic caravans that would make even RimWorld's hardest storytellers proud. So hitch up those muffalos, pack some survival meals, and hit the road – the Rim is yours to explore, one caravan at a time!