Difference between revisions of "Transport pod"
(description changes; type: Misc -> Building; type2: -> Misc; placeable: Yes -> true; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> false; terrain affordance: - -> medium; research: Transport Pod -> transport pod) |
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===Loading Pods=== | ===Loading Pods=== | ||
− | 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. | + | 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 (an adult [[human]] is listed at 60 kg.). Colonists will immediately proceed to load the pods. Only one colonist may load a pod at a time. |
− | While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined capacity is considered. Therefore, | + | While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined total capacity is considered. Therefore, a single item or pawn that exceeds 150 kg can still be loaded into multiple pods. (For example, a 280 kg elephant can be added to a group of two pods because together 2 pods accommodate up to 300 kg. The elephant will be stuffed into one of the pods, and the other has a remaining capacity of 20 kg.) |
− | 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 | + | Incapacitated pawns cannot be loaded. Captives who are sent to another base will land free and become hostile again, so if you don't want to just lose them you will need to send them through the old-fashioned way via [[caravan]]s. |
− | If a colonist is part of the load, | + | 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 '''minor bugs'''... |
+ | * 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. | ||
+ | * Interrupting the loading process (e.g. prioritizing other activities) will stop the colonist from further loading the pods. | ||
+ | * 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 load them hungry or exhausted, they will be hungry and exhausted upon arrival. | ||
+ | [[File:Transport pod flying.png|400px|thumb|right|Multiple transport pods in flight, appearing as pale blue triangles (here, overlapping).]] | ||
===Launching Pods=== | ===Launching Pods=== | ||
− | 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 | + | 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 triggers a prompt asking whether 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 without further prompts. |
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. | 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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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|110}} + {{icon|component|2}} + {{icon|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. | 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|110}} + {{icon|component|2}} + {{icon|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. | ||
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{{nav|misc|wide}} | {{nav|misc|wide}} | ||
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] |
Revision as of 00:39, 15 March 2022
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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)
A transport pod carries pawns and/or items through the lower atmosphere across the world map up to 66 tiles away, depending on fuel supply. A pod can only be constructed on a pod launcher by any constructor of level 6+. Transport pods are single-use.
Creating a Pod Group
A pod can be launched individually or with others. To select multiple pods for a launch group, 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.
Loading Pods
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 (an adult human is listed at 60 kg.). Colonists will immediately proceed to load the pods. Only one colonist may load a pod at a time.
While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined total capacity is considered. Therefore, a single item or pawn that exceeds 150 kg can still be loaded into multiple pods. (For example, a 280 kg elephant can be added to a group of two pods because together 2 pods accommodate up to 300 kg. The elephant will be stuffed into one of the pods, and the other has a remaining capacity of 20 kg.)
Incapacitated pawns cannot be loaded. Captives who are sent to another base will land free and become hostile again, so if you don't want to just lose them you will need to send them through the old-fashioned way via caravans.
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 minor bugs...
- 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.
- Interrupting the loading process (e.g. prioritizing other activities) will stop the colonist from further loading the pods.
- 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 load them hungry or exhausted, they will be hungry and exhausted upon arrival.
Launching Pods
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 triggers a prompt asking whether 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 without further prompts.
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.
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.
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.
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.