Difference between revisions of "Transport pod"
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=== Launch targets === | === Launch targets === | ||
{{Image wanted|section=1|reason=Images of the target selection menus with options}} | {{Image wanted|section=1|reason=Images of the target selection menus with options}} | ||
− | Pods can be launched at empty tiles, to [[caravan]]s, or at a faction base, player colonies, or event locations. Manned pods can choose to form caravans | + | Pods can be launched at empty tiles, to [[caravan]]s, or at a faction base, player colonies, or event locations. |
− | + | *Manned pods can choose to form caravans on any empty tile. When pods, manned or unmanned, are dropped on an existing caravan, their contents are instantly merged into the caravan. | |
− | All pods, | + | *When dropping on a player visible map (event maps with colonists present, colonies, and/or the map the launcher itself is on), players can choose the pods' exact drop point. You cannot drop into [[overhead mountain]]. |
− | + | **Be careful with the landing site. Pods can go through other types of roof; while the pod doesn't deal any damage directly, the collapsing roof can damage nearby items. | |
− | All unmanned pods dropped | + | *If targeting on an base or event location ''without'' colonists present, the player choose to drop at the edge or center. Note that this is always considered an attack if performed on a faction base. |
− | + | *All pods, including those with colonists, can be gifted to a faction base. The cargo is lost, and you'll gain [[goodwill]] proportional to the [[market value]] of the items and pawns in the pods. | |
− | + | **Unmanned pods are always considered a gift. Returning a pawn, whenever prisoner or downed, back to their faction gives an extra goodwill boost. Some factions do not care about goodwill, and sending them goods does nothing. | |
− | + | *All unmanned pods dropped onto an empty tile - i.e. not on a caravan, player visible map, faction base - is completely lost with no compensation. | |
− | + | ** [[Toxic wastepack]]s {{BiotechIcon}} disposed of this way will cause pollution - as with other ways of dumping wastepacks, this will annoy and potentially provoke factions within 15 tiles. | |
=== Creating a pod group === | === Creating a pod group === |
Revision as of 08:07, 24 December 2022
Transport pod
A launchable sub-orbital cargo pod capable of carrying people, items, or animals. Can be used for sending gifts, transporting people or supplies, surprise attacks, or reinforcing battles.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
Creation
- Required Research
- Transport pod
- Skill Required
- Construction 6
- Work To Make
- 1,600 ticks (26.67 secs)
Transport pods, or drop pods, are single-use miscellaneous structures launched through the lower atmosphere by pod launchers, and used to carry pawns and/or items across the world map up to 66 tiles away. They can also be used by factions and raiders alike.
Acquisition
Transport pods can be constructed once the Transport pod research project has been completed. Each pod requires 60 Steel, 1 Component, 1,600 ticks (26.67 secs) of work, and a Construction skill of 6.
A pod can only be constructed on a pod launcher, in the position indicated by the white icon and where the umbilical is present on the launcher sprite. Constructing the pod launcher requires the Transport pod research project to be completed, 50 Steel, 1 Component, 3,000 ticks (50 secs) of work, and a Construction skill of 6.
Summary
Each transport pod can hold up to 150 kg of items or pawns. For comparison, an adult human weighs 60 kg before equipment. Pods can be launched as a group, if their pod launchers are directly adjacent. When in groups, the game intentionally ignores individual pod capacity: for example, a group of 2 transport pods (300 kg) can hold a 280kg elephant in 1 pod, while the other pod will have 20 kg of capacity remaining. It is possible to load prisoners and downed pawns.
When items are selected, haulers will immediately proceed to load the pods. Only one colonist may load a pod at a time. If a colonist is part of the load, that colonist will prioritize loading the pod, even if they are otherwise incapable of hauling. The system is not without some quirks:
- Pawns loading the pods will ignore their need for food and sleep, which will result in starvation and likely lowered mood. This means that if a colonist gets too tired, they might collapse and discard their assigned load, so some items might be missing in the end.
- If one of the colonists who are loading the pod is downed or killed, all of the pods will automatically unload and the loading process will be canceled.[Fact Check]
Once the pods have been loaded, clicking the 'Launch group' button opens the world map to select a destination. The maximum range, based on the launcher's amount of fuel, is indicated by a white border. Pods are single use.
Launch targets
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Images of the target selection menus with options. |
Pods can be launched at empty tiles, to caravans, or at a faction base, player colonies, or event locations.
- Manned pods can choose to form caravans on any empty tile. When pods, manned or unmanned, are dropped on an existing caravan, their contents are instantly merged into the caravan.
- When dropping on a player visible map (event maps with colonists present, colonies, and/or the map the launcher itself is on), players can choose the pods' exact drop point. You cannot drop into overhead mountain.
- Be careful with the landing site. Pods can go through other types of roof; while the pod doesn't deal any damage directly, the collapsing roof can damage nearby items.
- If targeting on an base or event location without colonists present, the player choose to drop at the edge or center. Note that this is always considered an attack if performed on a faction base.
- All pods, including those with colonists, can be gifted to a faction base. The cargo is lost, and you'll gain goodwill proportional to the market value of the items and pawns in the pods.
- Unmanned pods are always considered a gift. Returning a pawn, whenever prisoner or downed, back to their faction gives an extra goodwill boost. Some factions do not care about goodwill, and sending them goods does nothing.
- All unmanned pods dropped onto an empty tile - i.e. not on a caravan, player visible map, faction base - is completely lost with no compensation.
- Toxic wastepacks disposed of this way will cause pollution - as with other ways of dumping wastepacks, this will annoy and potentially provoke factions within 15 tiles.
Creating a pod group
A pod can be launched individually or with others. Grouped pods must be connected to pod launchers that are all touching along one of their borders.
To select multiple pods for a launch group, make sure their launchers are connected, and use one of the following methods:
- Double-click a pod to select all pods on the screen.
- Hold ⇧ Shift and click each pod.
- Draw a selection box around the pods.
NPC transport pods
Other factions can use drop pods as a way to immediately get to you:
- Trade ships will use drop pods to send items to you.
- Used for quests, both for the reward and for certain objectives, like prisoners and monument markers
- Asking for military support for outlander or empire factions, where allies will drop in.
- Raids can arrive from drop pods. They often drop directly on your base, but can also arrive normally or scatter throughout the map. Sieges get supplies from drop pods.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Value proposition for trading, mutlicolony use, quests, instant emergency reinforcements on quest/caravan battles, and movement on the same map (e.g. doomdropping). |
Due to the game's inefficiency in loading large stocks, it's best to create a stockpile right next to the pods and haul all desired items there before loading the pods, to reduce time spent going back and forth. Once inside the pods, pawns will keep their needs, meaning if you load them hungry or exhausted, they will be hungry and exhausted upon arrival.
For extra long distance travel it is possible to load the transport pod with resources to build another pod launcher immediately upon landing. When this is done the resources ( 110 + 2 + 150) will take up 64kg for every secondary launch. This cost can be dramatically reduced by mining steel at the landing site, reducing the weight cost to 9kg of chemfuel and components per secondary pod.
Gallery
Alternate transport pod used by mechanoid raids and mech clusters
Version history
- 1.1.0 - Downed pawns can now be loaded into transport pods like prisoners.