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{{Ideology}}{{Stub}}{{infobox main|animal|
 
{{Ideology}}{{Stub}}{{infobox main|animal|
| name = Carrier
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|name = Carrier
| image = Carrier.png
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|image = Carrier.png
| description = A dryad caste specialized in carrying items. Under human influence, it can help haul things where they need to go.<br>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.
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|description = A dryad caste specialized in carrying items. Under human influence, it can help haul things where they need to go.<br>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.
| type = Animal
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|type = Animal
| type2 = Dryad
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|type2 = Dryad
| movespeed = 2.4
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|movespeed = 2.4
| basemeatamount = 2
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|basemeatamount = 2
| baseleatheramount = 0
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|baseleatheramount = 0
| min comfortable temperature = -50
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|min comfortable temperature = -50
| max comfortable temperature = 50
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|max comfortable temperature = 50
| flammability = 0.7
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|flammability = 0.7
| bodysize = 0.667
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|bodysize = 0.667
| healthscale = 0.8
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|healthscale = 0.8
| diet = none
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|diet = none
| wildness = 0
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|wildness = 0
| petness = 0
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|petness = 0
| manhunter = 1
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|manhunter = 1
| trainable = hauling only
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|trainable = hauling only
| meatname = immature dryad meat
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|meatname = immature dryad meat
| lifespan = 80
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|lifespan = 80
| tradeTags = AnimalDryad
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|tradeTags = AnimalDryad
| attack1dmg = 8
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|attack1dmg = 8
| attack1type = Scratch
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|attack1type = Scratch
| attack1cool = 2
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|attack1cool = 2
| attack1part = front left paw
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|attack1part = front left paw
| attack1stun = 14
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|attack1stun = 14
| attack2dmg = 8
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|attack2dmg = 8
| attack2type = Scratch
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|attack2type = Scratch
| attack2cool = 2
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|attack2cool = 2
| attack2part = front right paw
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|attack2part = front right paw
| attack2stun = 14
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|attack2stun = 14
| attack3dmg = 9
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|attack3dmg = 9
| attack3type = Bite
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|attack3type = Bite
| attack3cool = 2
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|attack3cool = 2
| attack3part = teeth
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|attack3part = teeth
| attack3chancefactor = 0.9
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|attack3chancefactor = 0.9
| attack3stun = 14
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|attack3stun = 14
| attack4dmg = 4
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|attack4dmg = 4
| attack4type = Blunt
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|attack4type = Blunt
| attack4cool = 2
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|attack4cool = 2
| attack4part = head
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|attack4part = head
| attack4chancefactor = 0.2
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|attack4chancefactor = 0.2
 
}}
 
}}
 
'''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.
 
'''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 ==
 
== Summary ==
{{Dryad Summary}}
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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 [[Animals#Training|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]].
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Unlike other animals with Haul [[train]]ing, 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 ==
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==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 perform 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.  
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Carriers are better than humans for hauling. One colonist can create up to 4 carriers per gauranlen tree. Carriers will constantly haul while awake, which is longer than the time taken to prune 4 dyrads. Dyrads also have no need for [[food]] or [[recreation]].
  
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 dryads even at 0 plants skill (about 8 hours a day to maintain, down to 6 at 8 skill and 4.5 at 20). Dryads 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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==Training==
 
 
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, as opposed to the large amount of pruning time. However, lifters require [[Research#Electricity|Electricity]] to be researched and create [[pollution]]. It's also less expensive, but slower, to create 4 carriers than 4 lifters.
 
 
 
== Training ==
 
 
{{TrainingTable}}
 
{{TrainingTable}}
  
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{{Animal Health Table}}
 
{{Animal Health Table}}
  
== Version history ==
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==Version history==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
 
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.
 
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.

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