Difference between revisions of "Carrier dryad"

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Carrier dryads are surprisingly powerful haulers despite their slow speed, which is made up for with a better AI and no need to eat. While trained animals are "reminded" to haul at random intervals, carriers consistently haul as long as work is available. This "tortoise vs hare" relationship results in the carriers taking the lead versus other contestants such as the [[labrador retriever]]. and despite moving under half as fast will often preform as well as around 1.5 labs. This is in addition to being better equipped for extreme weather, having great tolerances for hot and cold.  
 
Carrier dryads are surprisingly powerful haulers despite their slow speed, which is made up for with a better AI and no need to eat. While trained animals are "reminded" to haul at random intervals, carriers consistently haul as long as work is available. This "tortoise vs hare" relationship results in the carriers taking the lead versus other contestants such as the [[labrador retriever]]. and despite moving under half as fast will often preform as well as around 1.5 labs. This is in addition to being better equipped for extreme weather, having great tolerances for hot and cold.  
  
Compared to the haul power of colonists, carriers are superior. One colonist can create up to 4 carriers per gauranlen tree and 4 carriers perform about 10% more hauling than a single regular pawn. Carriers will constantly haul while awake, which is longer than the time taken to prune 4 dyrads even at 0 plants skill (about 8 hours a day to maintain, down to 6 at 8 skill and 4.5 at 20). Dyrads also have no need for [[food]] or [[recreation]] and aren't held back by pesky things such as brain scars or a missing leg, allowing even the most injured pawns a good way to significantly contribute to your colony.
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Compared to the haul power of colonists, carriers are superior. One colonist can create up to 4 carriers per gauranlen tree and 4 carriers perform about 10% more hauling than a single regular pawn. Carriers will constantly haul while awake, which is longer than the time taken to prune 4 dyrads even at 0 plants skill (about 8 hours a day to maintain, down to 6 at 8 skill and 4.5 at 20). Dyrads also have no need for [[food]] or [[recreation]] and aren't held back by pesky things such as brain scars or a missing leg. Therefore, pruning can be a way to make even very disabled pawns useful for a colony.
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Compared to [[Lifter]]s {{BiotechIcon}}, carriers move slower, and their need to actually rest means that they haul for less time than the robot. Lifters also require no further maintenance once it's built. However, lifters require [[Research#Electricity|Electricity]] to be researched and create [[pollution]].
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== Training ==
 
== Training ==
 
{{TrainingTable}}
 
{{TrainingTable}}

Revision as of 00:29, 27 October 2022

Carrier

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

Type
AnimalDryad
Flammability
70%

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 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
Technical
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

All dryads, including the carrier, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have a Toxic Sensitivity of 0%, rendering them immune to Toxic fallout and Toxic buildup. Dryads are also immune to 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

Carrier dryads are surprisingly powerful haulers despite their slow speed, which is made up for with a better AI and no need to eat. While trained animals are "reminded" to haul at random intervals, carriers consistently haul as long as work is available. This "tortoise vs hare" relationship results in the carriers taking the lead versus other contestants such as the labrador retriever. and despite moving under half as fast will often preform as well as around 1.5 labs. This is in addition to being better equipped for extreme weather, having great tolerances for hot and cold.

Compared to the haul power of colonists, carriers are superior. One colonist can create up to 4 carriers per gauranlen tree and 4 carriers perform about 10% more hauling than a single regular pawn. Carriers will constantly haul while awake, which is longer than the time taken to prune 4 dyrads even at 0 plants skill (about 8 hours a day to maintain, down to 6 at 8 skill and 4.5 at 20). Dyrads also have no need for food or recreation and aren't held back by pesky things such as brain scars or a missing leg. Therefore, pruning can be a way to make even very disabled pawns useful for a colony.

Compared to Lifters Content added by the Biotech DLC, carriers move slower, and their need to actually rest means that they haul for less time than the robot. Lifters also require no further maintenance once it's built. However, lifters require Electricity to be researched and create pollution.

Training

This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.png
Rescue:  Ex.png
Haul:  Check.png

*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


Body part Health
Head 20
Skull 20
Brain 8
Nose 8
Neck 20
Jaw 16
Eye [1]
(left, right)
8
Ear
(left, right)
8
Body 32
Kidney[2]
(left, right)
12
Lung[2]
(left, right)
12
Liver[2] 16
Heart[2] 12
Spine[2] 20
Stomach[2] 16
Limbs
(left, right, fore, hind)
24
Appendage
(left, right, fore, hind)
16
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history