Difference between revisions of "Transport pod"

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<onlyinclude>
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{{Split|destination=Drop pod|reason=Transport pods and npc drop pods are different buildings, have different mechanics, and different stats.}}
 
{{infobox main|misc|
 
{{infobox main|misc|
|name = Transport pod
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| name = Transport pod
|image = TransportPod.png|96px
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| image = Drop pod.png|96px
|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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| 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.
|type = Misc
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| type = Building
|type2 =  
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| type2 = Misc
|placeable = yes
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| placeable = true
|size = 1|1
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| passability = pass through only
|hp = 250
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| cover = 0.5
|flammability = 0
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| minifiable = false
|buy = {{icon|metal|80}}{{icon|component|1}}
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| size = 1 ˣ 1
|sell = {{icon|metal|?}}{{icon|component|?}}
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| flammability = 0.5
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| hp = 250
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| terrain affordance = medium
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| research = transport pod
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| skill 1 = Construction
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| skill 1 level = 6
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| work to make = 1600
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| resource 1 = Steel
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| resource 1 amount = 60
 +
| resource 2 = Component
 +
| resource 2 amount = 1
 
}}
 
}}
{{Info|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]]. Transport pods are one-time use only.}}<!--
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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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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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Transport pods can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each pod requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
* Hold shift and click each pod.
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* Draw a selection box around the pods.
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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}}.
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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:
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* 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.
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* 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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{{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.
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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.
  
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When pods, manned or unmanned, are dropped on caravans their contents are instantly merged into the caravan.
  
=====Loading Pods=====
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=== Creating a pod group ===
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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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.
  
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 {{Q|Elephant|Mass - Adult}} 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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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.
  
Pawns incapable of walking (medical treatment needed) cannot be loaded. Captives who are sent to another base will land free and attempt to escape, best to aim the pod landing spot right on the prison with someone ready to re-capture.
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== NPC transport 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 can arrive from drop pods. They often drop directly on your base, but can also arrive normally or scatter throughout the map. [[Siege]]s get supplies from drop 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. Due to the game inefficiency to load large stocks, it's best to create a stockpile right next to the Pod launchers and haul all desired items there first and then command a pod loading task to reduce time spent carrying items across your base and without ignoring every colonist's daily needs, eating, sleeping, medicating and having joy.
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== Analysis ==
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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)}}
  
=====Launching Pods=====
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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.
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. Selecting a tile not occupied by a faction base will immediately launch the pod group. Selecting a faction base prompts to drop at the edge or drop at the center.
 
  
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 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.
  
If a pod containing only cargo is launched at an unoccupied tile, the contents are lost. This occurs even when there is a [[caravan]] on the tile.
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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>
  
Pod Launchers only consume as much fuel as required for the launch. The Transport Pod is single use and will leave no resources behind.
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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.
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* [[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.
  
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 (160 steel/4components/150 chemfuel) 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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<gallery>
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Drop pod old.png|Old texture prior to 1.0.2096 or earlier.
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</gallery>
  
[[File:Transport pod flying.png|900px|thumb|none|You can track the shipment flying at high speed]]
 
 
{{nav|misc|wide}}
 
{{nav|misc|wide}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

Latest revision as of 22:09, 27 March 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[edit]

Transport pods can be constructed once the Transport pod research project has been completed. Each pod requires Steel 60 Steel, Component 1 Component, 1,600 ticks (26.67 secs) of work, and a Construction skill of 6.

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[edit]

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[edit]

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[edit]

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 transport pods[edit]

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 can arrive from drop pods. They often drop directly on your base, but can also arrive normally or scatter throughout the map. Sieges get supplies from drop pods.

Analysis[edit]

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[edit]

Version history[edit]

  • 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.