Farskip
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Farskip
Skip the caster, along with anyone standing near them, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.
Base Stats
- Type
- Psycast
Ability
- Psylink Level
- 5
- Psyfocus Cost
- 70%
- Neural Heat Gain
- 0
- Casting Time
- 300 ticks (5 secs)
- Effect Radius
- 4.9 tiles
- Caster Must Be Capable of Violence
- False
Farskip is a level 5 psycast that teleports the caster and any nearby allies to anywhere in the world that there is an allied pawn.
Acquisition[edit]
There are two ways to acquire the farskip psycast:
- Upon reaching psylink level 5, a random psycast of level 5 is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level 5 psycast.
- Farskip can also be acquired from a psytrainer naming it. See the psytrainer page for further details.
Summary[edit]
Departure[edit]
Farskip, uniquely, has two ways to be cast.
When a pawn is drafted, it can be cast through the typical pawn gizmo. There will be a cast time of 300 ticks (5 secs), after which the caster and nearby pawns inside the area will be skipped along in an effective radius of 5x5. Temporary faction colonists like refugees or mercenaries cannot be farskipped.[Verify]
Affected pawns and the immobile caster remain interactible for the duration of the cast and can be interrupted or downed by any normal means, so it should be done with preparation or awareness of safety in mind.
Alternatively, if cast from a world-traveling caravan, the process is instantaneous and every pawn inside the caravan will be sent - including many more than would fit in the 69 affected cells when cast from a tile.
The contents of the caravan will also be skipped including any animals or items. Though normally left behind, this includes the un-minifiable passenger shuttle,[1]
though as a skippable building, specific limitations apply.[2]
While Farskipping from a caravan has no limitations in scale, it cannot be cast while the caravan is overencumbered. In comparison, Farskip from the limited radius of an active tile will bring any amount of stored inventory in affected pawns. Based on carried mass limits, (and ignoring the archotech physics of the psycast itself) this might be considered an exploit.[1]
Lastly, note that player-controlled mechanoids
cannot be skipped directly from a tile, but can be skipped as members of a caravan.
Arrival[edit]
Upon casting Farskip, the player will be shown the world map, where they will be prompted to select a target tile or caravan anywhere in the world or in orbit
as a destination.
Completion transports all pawns to within a 4-tile radius of a randomly selected [Verify] colonist present on the target tile, suffering a brief stun for between 3 and 10 seconds.[details]
If the skip destination is a caravan, the skipped pawns immediately join it.
A tile or caravan must contain at least one colonist to be a valid target. This can include the active map tile farskip is cast from, but must target a non-farskipping colonist. Any target colonist must be conscious, and must be a standard colonist, which excludes slaves
, ghouls
, and temporary faction members.
Analysis[edit]
Farskip is a valuable tool for traversing the world map, filling a similar role to transport pods, with more limitations but also more potential. On the surface, Farskip appears only to be a way to save some time on a return trip, due to the caveat of only being able to skip to destinations that already house your pawns, such as your home tile. However, Farskip becomes significantly more valuable when utilized alongside transport pods. Since transport pods provide instant travel to a destination and Farskip provides instant return from one, using the two in tandem effectively eliminates world travel times entirely, making excursions to far-off tiles much quicker than they would otherwise be, lessening the risk of your base being raided while your pawns are off-map, and freeing up the time and resources spent on travel for other pursuits.
It is also possible to visit multiple locations by using farskip alongside transport pods, just send one pawn able to use farskip to each location with pods and farskip with the main caravan to each one at a time. That way you can visit as many settlements as you have pawns with farskip. You can also use this strategy to traverse difficult terrains very fast. For example, if your map has 4 settlements near each other you can send a pawn to one of them and visit the other 3 by travelling as usual, when finished with those 4, if the next settlement is far away, or across a mountainous terrain with no roads, send a pawn from base with a pod and you can skip the caravan to him, saving the travel time.
Another good use of farskip is to allow a single or couple of colonists to caravan with lots of animals (for speed and pack capacity) without fearing ambushes. If your single colonist gets ambushed, you can draft as many pawns as needed in your home colony put them together and farskip them to help the ambushed caravan. Usually you can do this before the raiders get close to your pawn. That way you can turn a 1v10 into a 20x10 in seconds.
Additionally, Farskip CAN be used as travel to a location, not just from, so long as one has a pawn at said location to act as a target for Farskip. This can drastically reduce the amount of resources spent on transport pods, as one could simply send a pod containing a single colonist to the desired location, then use Farskip to transport the bulk of your colonists to the target pawn, instead of sending multiple, and spending more steel, components, and chemfuel. Note that one can send items and animals as well, if one organizes them into a caravan first before skipping them to their destination. This allows one to transport significantly more cargo than one could fit in a reasonable number of transport pods, which makes it invaluable for quickly transporting material located by long-range mineral scanners - Farskip some pack animals, form a caravan, fill it to capacity, Farskip back, repeat until the deposit is mined, and as psyfocus allows.
Lastly, on the subject of psyfocus, Farskip has a staggering cost of 70% psyfocus per cast. Not only does this make repeated use prohibitive, if not impossible, but the near-depletion of the pawn's psyfocus renders them unable to cast any levels 5 - 6 psycasts, and barely able to cast levels 3 - 4, significantly hindering their psycasting capacities until they can meditate and refill their psyfocus. If one intends to make liberal use of Farskip, it is strongly recommended to have multiple pawns capable of casting Farskip, or means of quickly refilling psyfocus, such as a kill-focused persona weapon.
Version history[edit]
- 1.2.2719 - Added.
- 1.2.2753 - Farskip now affects colony animals if not on the home map. Prevent Farskip when caravan is overweight.
- 1.3.3074 - Fix: Farskip with Relic
gives debuff from losing the relic. - 1.3.3076 - Fix: Prisoners lost during farskip.
- 1.4.3527 - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
- 1.4.3555 - Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
