Difference between revisions of "Transport pod"

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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.
 
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.
  
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 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.
  
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.
+
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.
  
 
=====Launching Pods=====
 
=====Launching Pods=====

Revision as of 08:44, 18 November 2017

Transport pod

Transport pod

A launchable sub-orbital cargo pod capable of carrying people, items, or animals. Can be used for transport, surprise attacks, or reinforcing battles.

Base Stats

Type
Misc
HP
250
Flammability
0%

Building

Size
1
Placeable
Yes

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.=====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. 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, an item or pawn that exceeds 150 kg can still be loaded into a pod. For example, a 240 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.

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.

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.

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. 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.

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.

Pod Launchers only consume as much fuel as required for the launch. The Transport Pod is single use and will leave no resources behind.

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.

You can track the shipment flying at high speed