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40k drop pod transport capacity
40k drop pod transport capacity











40k drop pod transport capacity

Launching at caravans will allow them to receive the contents, while launching at friendly/negotiable factions will send the contents as a gift. This also occurs if a pirate faction on the tile. If a pod containing only cargo is launched at an unoccupied tile, the contents are lost. You can choose your own colony where the pods are launched from.īe 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. an active and loaded map) will open the map, and allow you to choose the approximate position the pods land. Selecting a tile with a colony or destroyed outpost (i.e. 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, whereas selecting a caravan allows you to add the contents of the pod to the target caravan. Pods can either be launched at a tile (including tiles owned by a faction), or at a caravan. The maximum range, based on the launcher's amount of fuel, is indicated by a white border. Once the pods have been loaded, clicking the 'Launch group' button opens the world map to select a destination. Once inside the pods, pawns will keep their needs, meaning if you put them hungry or exhausted, they will collapse and eat upon arrival. 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. 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. 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. Pawns loading the pods will ignore their need for food and sleep, which will result in starvation and likely lowered mood. prioritizing other activities) will stop the colonist from further loading the pods. If a colonist is part of the load, they will prioritize loading the pod, even if they are incapable of hauling.

#40k drop pod transport capacity free

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 of caravans. The elephant will be stuffed into one of the pods. For example, a 280 kg elephant can be added to a group of two pods because it accommodates up to 300 kg. Therefore, an item or pawn that exceeds 150 kg can still be loaded into a pod. Instead, only the pod group's combined capacity is considered. While loading multiple pods, the game intentionally ignores individual pod capacity. Only one colonist may load a pod at a time. Colonists will immediately proceed to load the pods. A window appears to choose what pawns or items to load. Once the desired pods are chosen, click the 'Load launch group X' button (X indicates the number of pods). Double-click a pod to select all pods on the screen.To select multiple pods for a launch group, use one of the following methods: Transport pods are single-use.Ī pod can be launched individually or with others. A pod can only be constructed on a pod launcher by any constructor of level 6+. 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.













40k drop pod transport capacity