Difference between revisions of "Transport pod"

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<onlyinclude>{{infobox main|misc|
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{{Split|destination=Drop pod|reason=Transport pods and npc drop pods are different buildings, have different mechanics, and different stats.}}
|name = Transport pod
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{{infobox main|misc|
|image = TransportPod.png|96px
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| name = Transport pod
|description = A launchable sub-orbital cargo pod capable of carrying people, items, or animals. Can be used for transport, surprise attacks, or reinforcing battles.
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| image = Drop pod.png|96px
|type = Misc
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| description = 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.
|type2 =  
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| type = Building
|placeable = yes
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| type2 = Misc
|size = 1 ˣ 1
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| placeable = true
|hp = 250
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| passability = pass through only
|flammability = 0
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| cover = 0.5
|resource 1 = Steel
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| minifiable = false
|resource 1 amount = 60
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| size = 1 ˣ 1
|resource 2 = Component
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| flammability = 0.5
|resource 2 amount = 1
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| hp = 250
|deconstruct yield = {{icon|metal|45}}
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| terrain affordance = medium
 +
| research = transport pod
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| skill 1 = Construction
 +
| skill 1 level = 6
 +
| work to make = 1600
 +
| resource 1 = Steel
 +
| resource 1 amount = 60
 +
| resource 2 = Component
 +
| resource 2 amount = 1
 
}}
 
}}
A '''transport pod''' carries pawns and/or items through the lower atmosphere across the world map up to 66 tiles away, depending on [[Chemfuel|fuel]] supply. A pod can only be constructed on a [[pod launcher]] by any constructor of level 6+. Transport pods are single-use.
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'''Transport pods''', or '''drop pods''', are single-use [[miscellaneous]] structures launched through the lower atmosphere by [[pod launcher]]s, and used to carry [[pawn]]s and/or items across the world map up to 66 tiles away. They can also be used by factions and [[raider]]s alike.
  
=== Creating a Pod Group ===
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== Acquisition ==
A pod can be launched individually or with others. To select multiple pods for a launch group, use one of the following methods:
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{{Acquisition}}
* Double-click a pod to select all pods on the screen.
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* Hold shift and click each pod.
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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 [[Research#{{Q|Pod launcher|Required Research}}|{{Q|Pod launcher|Required Research}}]] research project to be completed, {{Required Resources|Pod launcher}}, {{Ticks|{{Q|Pod launcher|Work To Make}}}} of work, and a [[{{Q|Pod launcher|Skill 1}}]] skill of {{Q|Pod launcher|Skill 1 Level}}.
* Draw a selection box around the pods.
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==Summary==
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Each transport pod can hold up to 150 kg of items or pawns. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment. They can be launched up to 66 tiles away. Pods can be launched as a group, if their [[pod launcher]]s 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.
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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.{{Check Tag|Fact Check}}
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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.
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=== Launch targets ===
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{{Stub|section=1|reason=Reports that pods targeted inside rooms ALWAYS land scattered in that room. If true, then should be reflected here, and in the analysis}}
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{{Image wanted|section=1|reason=Images of the target selection menus with options}}
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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 at their drop site or, if targeting a base or event location, choose to drop at the edge or center. Note that this is always considered an attack if performed on a faction base.
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All pods, even manned ones, can be gifted to faction bases resulting in a [[goodwill]] proportional to the [[market value]] of the items and pawns in the pods. All unmanned pods dropped onto faction base are considered a gift. [[Prisoners]] and [[downed]] pawns being returned to their faction's bases also provides an addition goodwill bonus.
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All unmanned pods dropped on to any other location that is not currently visible (e.g. any tile that isn't a player colony and does not have any colonists present) will be lost. [[Toxic wastepack]]s {{BiotechIcon}} disposed of this way will cause pollution on the given tile, annoying nearby factions. Dropping wastepacks directly on other faction bases causes goodwill penalties, as well as retaliation in the form of raids or wastepacks sent back.
  
===Loading Pods===
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When dropping into a player visible map, including event maps, colonies, and/or the map the launcher itself is on, players can choose the pods' exact drop point. Be careful with the landing site, as the pods can go through roofs; while they don't deal any damage directly, the collapsing roof can damage nearby items and pawns. They cannot land on overhead mountain.
  
Once the desired pods are chosen, click the 'Load launch group X' button (X indicates the number of pods). A window appears to choose what pawns or items to load. Each pod holds up to 150 kg. Colonists will immediately proceed to load the pods. Only one colonist may load a pod at a time.
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When pods, manned or unmanned, are dropped on caravans their contents are instantly merged into the caravan.
  
While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined capacity is considered. Therefore, an item or pawn that exceeds 150 kg can still be loaded into a pod. For example, a 280 kg elephant can be added to a group of two pods because it accommodates up to 300 kg. The elephant will be stuffed into one of the pods.
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=== Creating a pod group ===
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A pod can be launched individually or with others. Grouped pods ''must'' be connected to [[pod launcher]]s that are all touching along one of their borders.
  
Incapacitated pawns cannot be loaded. Captives who are sent to another base will land free and become hostile again, so you will need to send them through the old-fashioned way of caravans.
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To select multiple pods for a launch group, make sure their launchers are connected, and use one of the following methods:
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* Double-click a pod to select all pods on the screen.
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* Hold {{key|Shift}} and click each pod.
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* Draw a selection box around the pods.
  
If a colonist is part of the load, they will prioritize loading the pod, even if they are incapable of hauling. Interrupting the loading process (e.g. prioritizing other activities) will stop the colonist from further loading the pods. 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. 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 put them hungry or exhausted, they will collapse and eat upon arrival.
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== NPC drop pods ==
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Other factions can use drop pods as a way to immediately get to you:
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* [[Comms console|Trade ship]]s will use drop pods to send items to you.
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* Used for [[quest]]s, both for the reward and for certain objectives, like prisoners and monument markers{{RoyaltyIcon}}
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* Asking for military support for outlander or empire{{RoyaltyIcon}} factions, where allies will drop in.
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* [[Raid]]s from non-tribal factions can arrive from drop pods. They often drop directly on your base, but can also arrive normally or scatter throughout the map. Allies arriving to help the colony can arrive in a similar way.
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* [[Siege]]s get supplies from drop pods.
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* Mechanoids have their own uniquely textured version of a drop pod.{{Check Tag|DLC dependent?}}
  
===Launching Pods===
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== Analysis ==
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 can either be launched at a tile (including tiles owned by a faction), or at a [[caravan]]. Selecting a faction base prompts to drop at the edge or drop at the center, whereas selecting a caravan allows you to add the contents of the pod to the target caravan. Selecting a tile not occupied by a faction base will immediately launch the pod group.  
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{{Stub|section=1|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)}}
  
Selecting a tile with a colony or destroyed outpost (i.e. an active and loaded map) will open the map, and allow you to choose the approximate position the pods land. You can choose your own colony where the pods are launched from.
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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.
 
Be careful with the landing site, as the pods can go through roofs; while they don't deal any damage directly, the collapsing roof can damage nearby items.
 
  
If a pod containing only cargo is launched at an unoccupied tile, the contents are lost. This also occurs if a pirate faction on the tile. Launching at caravans will allow them to receive the contents, while launching at friendly/negotiable factions will send the contents as a gift.
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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 ({{icon small|steel||110}} + {{icon small|component||2}} + {{icon small|chemfuel||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.
  
Pod launchers only consume as much fuel as required for the launch. The Transport Pod is single use and will leave nothing behind after touchdown.
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== Gallery ==
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<gallery>
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Drop Pod Mechanoid.png|Alternate transport pod used by [[mechanoid]] raids and [[mech cluster]]s{{RoyaltyIcon}}
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Transport pod flying.png|Transport pods in flight
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</gallery>
  
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 ({{icon|steel|160}} + {{icon|component|4}} + {{icon|chemfuel|150}}) will take up 90kg for every secondary launch. This cost can be dramatically reduced by mining steel at the landing site, reducing the weight cost to 10kg of chemfuel and components per secondary pod.
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== Version history ==
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* [[Version/1.1.0|1.1.0]] - Downed pawns can now be loaded into transport pods like prisoners.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Mechs not entering transport pods. Fix: Lifters can try to haul themselves to a transport pod.
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* [[Version/1.4.3555|1.4.3555]] - Fix: Pawns ignore allow zones when hauling to transport pods.
  
[[File:Transport pod flying.png|800px|thumb|none|Transport pods in flight.]]
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<gallery>
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Drop pod old.png|Old texture prior to 1.0.2096 or earlier.
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</gallery>
  
 
{{nav|misc|wide}}
 
{{nav|misc|wide}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

Revision as of 23:35, 16 November 2024

Transport pod

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

Type
BuildingMisc
Market Value
152 Silver [Note]
HP
250
Flammability
50%

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)
Resources to make
Steel 60 + Component 1
Deconstruct yield
Steel 30 + Component 0 - 1
Destroy yield
Steel 15 + Component 0 - 1

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 requires Steel 60 Steel, Component 1 Component, 1,600 ticks (26.67 secs) of work modified by the construction speed of the builder, and a construction skill of 6.

Once constructed, they cannot be re-installed, they can only be deconstructed.

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, Steel 50 Steel, Component 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. They can be launched up to 66 tiles away. 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

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 at their drop site or, if targeting a base or event location, choose to drop at the edge or center. Note that this is always considered an attack if performed on a faction base.

All pods, even manned ones, can be gifted to faction bases resulting in a goodwill proportional to the market value of the items and pawns in the pods. All unmanned pods dropped onto faction base are considered a gift. Prisoners and downed pawns being returned to their faction's bases also provides an addition goodwill bonus.

All unmanned pods dropped on to any other location that is not currently visible (e.g. any tile that isn't a player colony and does not have any colonists present) will be lost. Toxic wastepacks Content added by the Biotech DLC disposed of this way will cause pollution on the given tile, annoying nearby factions. Dropping wastepacks directly on other faction bases causes goodwill penalties, as well as retaliation in the form of raids or wastepacks sent back.

When dropping into a player visible map, including event maps, colonies, and/or the map the launcher itself is on, players can choose the pods' exact drop point. Be careful with the landing site, as the pods can go through roofs; while they don't deal any damage directly, the collapsing roof can damage nearby items and pawns. They cannot land on overhead mountain.

When pods, manned or unmanned, are dropped on caravans their contents are instantly merged into the caravan.

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 drop 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 markersContent added by the Royalty DLC
  • Asking for military support for outlander or empireContent added by the Royalty DLC factions, where allies will drop in.
  • Raids from non-tribal factions can arrive from drop pods. They often drop directly on your base, but can also arrive normally or scatter throughout the map. Allies arriving to help the colony can arrive in a similar way.
  • Sieges get supplies from drop pods.
  • Mechanoids have their own uniquely textured version of a drop pod.[DLC dependent?]

Analysis

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 (Steel 110 + Component 2 + Chemfuel 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

Version history

  • 1.1.0 - Downed pawns can now be loaded into transport pods like prisoners.
  • 1.4.3528 - Fix: Mechs not entering transport pods. Fix: Lifters can try to haul themselves to a transport pod.
  • 1.4.3555 - Fix: Pawns ignore allow zones when hauling to transport pods.