Possible real workaround to avoid your thralls to be killed or disapear

As it seem to be ignored despite expressed in several threads i would like to share with all what we did to not have our crafters thralls to disapear as this is a possible workaround.

this have also been expressed by some others as @BeyondAeon that explains it too "Placing Thralls on a Green Animation spot doesn’t set their home , so it’s 0,0 by default. - Thralls disappear when they “go home”

Placing your Thrall on a Flat bit of Floor sets their Guard Point , and then they don’t disappear to 0,0 when they return home.

So far , no Thrall I have placed on a Foundation has gone Missing"

Personallty I play on several officials servers, and since the release i deployed many crafters without having any crafters loose after 4 days.

In exemple on one server i have 14 of them in my base deployed since the day of release and none have disapeared.

Because i simply deployed them outside any bench, any green position but on foundation or ceilling as if they were fighters thralls.

All my bases are also without any walkable way for a crafter to go out (but i don’t think that is a part of the solution for them to not disapear, it simply avoid the openi,g of the door for other players inside my base)

so please try this, deploy your crafters thralls outside green position but as a fighter on foundation (they will still apply bonus, as the bonus is not linked to the fact that the crafter is on the bench, but that he is inside your base, and after he will choose to show an animation of crafting or sleeping in your bed or whatever he wants), as animation is a pure cosmetic stuffs.

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._. Wow, so don’t place crafter at crafter bench.
Gotcha, cheers for the workaround. I’ll need to remember this.

yes on that i agree, you can also see my feedbacks on what i think about live setlement and how it break all gameplay for pvp server, and even pve with door opening, but still if it can help people to not loose their crafters…well try to apply this. and would have be to funcom to explain it normally :frowning:

I can guarentee this is not the solution. I lost my Lone Fisherman, and I placed him on the floor. I guess he just wanted to be alone.

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damn that weird, so i have no idea why i had no loose, is your base sealed or with a walkable way out ? please people share what you did if you have not loose thralls.

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My base has giant open doors. So he was easily able to wander away. So far I have only lost the Lone Fisherman. I give my slaves all they could ask for. New Clothes, beds to sleep in, chairs to relax in, a bar to drink at, apparently the best gruel in the world because even the tavern visitors eat it.

well so may be the no walkable way out is an element to not loose them too.

No pathing to 0, 0, 0 is almost certainly why your thralls can not escape.

This tracks. Based on my extremely limited number of artisans that I have out. The only one I had out was one I unlocked from a jailor cage. And when I placed him - I avoided the green “ghost” placement positions. And instead plopped him on the ground outside of my crafting room. He began animating, marching around, and has not disappeared yet.

I think that this is good advice, and is a promising idea to fix. Although - I think I am STILL going to hold off putting any important artisans down until they get to the real bottom of all of this.

Ugh. Perhaps I have spoken too soon.

Thralls with no guard point going to 0.0.0 by default would make sense. I have not lost a single crafter to anything, 7 deployed at the moment, and I placed them all to guard on foundations. Not at any stations or placeables.

Seems to at least greatly reduce the chances of thralls going walkabout.

When I get a chance I’ll set out some crappy thralls that I don’t care about via the green ghosts positions or recruiting one from a tavern and then not setting a guard point for them just to see what happens.

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That’s a good test idea. See if they behave similarly to your first 7. Or if they carp their pantaloons.

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for info all thralls that i had and placed on foundation and not lost are coming from purge only, mayBE there is some links on how was recruited the thrall too

lot of trouble for something cosmetic :frowning:

Unfortunately this one has had crafters wander into oblivion who came out of cages or who had been set to a nice comfortable bit of foundation rather than a work station.

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in a base where no possible to go out or a base where there was a way to go out for the crafters ?

I also have not lost any thralls but I did place my fighters in the green preset and they haven’t disappeared. Not sure if I placed any crafters like that, I think I just placed all the crafters like I would normally place any fighter type thrall.

*but I have placed fighter thralls in the green preset guard the door spots. Just saying.

They teleport.
Just like NPCs entering the tavern.
They do not require a path to go where they will go.
They will try to walk first, but failing that…

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well so means totally random, well mine do not tp when i stuck them, guess that for one time i am lucky with code of the game.

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Been messing with it on a private and one official today. No idea why but I’ve had no issues with the living settlement stuff whatsoever on either server. It works great and while I was indifferent to it at first it’s grown on me. Maybe like a fungus but still…

It was mentioned that being blocked from where they want to go may be a reason they teleport to 0.0.0. I can neither confirm nor deny.

Placing minions on the ground is indeed a way out. But with living settlements this is not the only way to lose a follower:

They can be attacked and killed by nearby enemies: if the doors are open and the minion walks around, it can be attacked and killed by nearby enemies;

They can flee under attack (literally flee): in the Funcom announcement, it is clear that when the base is under attack, some minions will be able to take up arms and defend their home, while others can flee. I do not remember, however, if the announcement referred to “attacks” specifically from acatombs or any attack from threats in the surrounding environment (for example, if you build too close to where wolves spawn, they can attack your base and your minions that are wandering around).

Playing in the official PVE I only lost one T4 minion that I unfortunately forgot to place on the ground. All the others are still there. In single player mode I haven’t lost anyone yet, but I made sure to position everyone on the ground first.

I did, however, almost lose a T1 cook yesterday. She was attacked by one of those skull walkers and fell during the attack. Luckily I was nearby and rescued her, but what if I hadn’t been?

I then built a wall to block the path of this threat.

Other measures can be taken to protect these precious workers: armor and weapons, as well as good training, such as that given to warriors, archers and dancers.