Difference between revisions of "Carrier"
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== Summary == | == Summary == | ||
− | + | {{Dryad Summary}} | |
Unlike other animals with Haul [[Animals#Training|training]], dryads will continuously haul for as long as there's [[hauling]] to do, rather than waiting for random intervals. They have a carrying capacity of 50kg and move roughly half as fast as a [[human]]. | Unlike other animals with Haul [[Animals#Training|training]], dryads will continuously haul for as long as there's [[hauling]] to do, rather than waiting for random intervals. They have a carrying capacity of 50kg and move roughly half as fast as a [[human]]. | ||
== Analysis == | == Analysis == | ||
− | + | Dryads have no need for [[food]] or [[recreation]] and aren't held back by pesky things such as missing legs and ugly corpses. Pruning can be a way to make even very disabled pawns useful for a colony. | |
+ | |||
+ | Compared to [[Lifter]]s {{BiotechIcon}}, carriers move slower, and their need to rest means that they haul for less time than the robot. Lifters also require no further maintenance once built, as opposed to pruning time for Carriers. However, lifters require [[Research#Electricity|Electricity]] to be researched and create [[pollution]]. It's also less expensive, but slower, to create 4 carriers than 4 lifters. | ||
− | |||
== Training == | == Training == | ||
{{TrainingTable}} | {{TrainingTable}} | ||
Carriers start fully trained in Haul and have no training decay. While their trainability is advanced, Carriers cannot be taught any other skills. | Carriers start fully trained in Haul and have no training decay. While their trainability is advanced, Carriers cannot be taught any other skills. | ||
+ | |||
== Health == | == Health == | ||
− | {{Animal Health Table}} | + | {{Animal Health Table|QuadrupedAnimalWithPawsAndTail}} |
== Version history == | == Version history == |
Latest revision as of 02:57, 16 July 2024
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Carrier
A dryad caste specialized in carrying items. Under human influence, it can help haul things where they need to go.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.
Base Stats
Pawn Stats
- Move Speed
- 2.4 c/s
- Health Scale
- 80% HP
- Body Size
- 0.667
- Mass - Baby
- 8.004 kg
- Mass - Juvenile
- 20.01 kg
- Mass - Adult
- 40.02 kg
- Carrying Capacity
- 50 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 80 years
- Manhunter Chance
- 100%
- Trainable Intelligence
- Hauling only
- Wildness
- 0%
- Comfortable Temp Range
- -50 °C – 50 °C (-58 °F – 122 °F)
Production
- Meat Yield
- 4 immature dryad meat
Melee Combat
- Attack 1
- Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.25
- tradeTags
- AnimalDryad
Carriers are a caste of Dryads, a type of animal added by the Ideology DLC. These chunky helpers will haul things where they need to go.
Summary[edit]
All dryads, including the carrier, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.
Unlike other animals with Haul training, dryads will continuously haul for as long as there's hauling to do, rather than waiting for random intervals. They have a carrying capacity of 50kg and move roughly half as fast as a human.
Analysis[edit]
Dryads have no need for food or recreation and aren't held back by pesky things such as missing legs and ugly corpses. Pruning can be a way to make even very disabled pawns useful for a colony.
Compared to Lifters , carriers move slower, and their need to rest means that they haul for less time than the robot. Lifters also require no further maintenance once built, as opposed to pruning time for Carriers. However, lifters require Electricity to be researched and create pollution. It's also less expensive, but slower, to create 4 carriers than 4 lifters.
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Carriers start fully trained in Haul and have no training decay. While their trainability is advanced, Carriers cannot be taught any other skills.
Health[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Body | 32 | 1 | 100% | 21% | N/A[4] | - | Death | |
Tail | 8 | 1 | 7% | 7% | Body | - | - | |
Spine | 20 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 16 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 12 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 12 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 12 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 16 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 20 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
Head | 20 | 1 | 75% | 2.25% | Neck | - | Death | |
Skull | 20 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 8 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 8 | 2 | 12% | 1.8% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 9.6 | 2 | 8% | 1.2% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 8 | 1 | 10% | 1.5% | Head | - | - | |
AnimalJaw | 8 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
Front Paw | 8 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
Rear Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Paw | 8 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3076 - Fix: Dryads are affected by disease incidents.