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{{Royalty}}{{infobox main
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{{image wanted|reason=Jump gizmo icon}}{{Royalty}}{{infobox main
 
| name = Jump pack
 
| name = Jump pack
 
| image = JumpPack.png
 
| image = JumpPack.png
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| marketvalue  = 645
 
| marketvalue  = 645
 
| mass base = 3
 
| mass base = 3
| lifestage = Adult
 
| clothing for nudity = False
 
 
| coverage = Waist
 
| coverage = Waist
 
| layer = Belt
 
| layer = Belt
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| skill 1 level = 4
| has quality = true
 
 
| defName = Apparel_PackJump
 
| defName = Apparel_PackJump
 
| thingCategories = ApparelUtility
 
| thingCategories = ApparelUtility
 
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper
 
| tags = PackJump
 
| tags = PackJump
| tradeTags = ExoticMisc, Clothing
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| tradeTags = ExoticMisc
 
}}
 
}}
 
The '''jump pack''' is an [[utility]] item added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.
 
The '''jump pack''' is an [[utility]] item added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.
  
 
== Acquisition ==  
 
== Acquisition ==  
{{Acquisition}}
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Jump packs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
 
Alternatively, this item can be received as a quest reward.
 
Alternatively, this item can be received as a quest reward.
  
 
== Summary ==
 
== Summary ==
When equipped, a jump pack is worn in the waist [[Utility|utility slot]]. Once the wearer is [[draft]]ed, it can be manually activated by the player to target any tile within a [[quality]]-dependent range and within [[line of sight]]. Therefore, a user can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping. The warmup time before jumping is affected by the [[Aiming Time]] stat of the wearer.
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When equipped, a jump pack is worn in the waist [[Utility|utility slot]]. Once the wearer is [[draft]]ed, it can be manually activated by the player to target any tile within a [[quality]]-dependant range and within [[line of sight]]. Therefore, a user can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping. The warmup time before jumping is affected by the [[Aiming Time]] stat of the wearer.
  
 
Pawns cannot be hurt mid-jump, even by explosions directly under them, but can still get hit during a short warm-up before jumping. Jumps must be manually initiated by the player through use of a gizmo available while the colonist is drafted and selected. Colonists will never independently use the jump pack, and NPCs will never use it at all.
 
Pawns cannot be hurt mid-jump, even by explosions directly under them, but can still get hit during a short warm-up before jumping. Jumps must be manually initiated by the player through use of a gizmo available while the colonist is drafted and selected. Colonists will never independently use the jump pack, and NPCs will never use it at all.
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Downed allies can be carried during a jump.  
 
Downed allies can be carried during a jump.  
  
The pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon Small|chemfuel||20}} chemfuel per charge. To refuel it, select its user and right-click a pile of chemfuel. The number of remaining charges is displayed on the gizmo.
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The pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon Small|chemfuel||20}} chemfuel per charge. To refuel it, select its user and right-click a pile of chemfuel.
 
 
{{Utility Note}}
 
  
 
== Analysis ==
 
== Analysis ==
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* [[Version/1.2.2719|1.2.2719]] - Added
 
* [[Version/1.2.2719|1.2.2719]] - Added
 
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.
 
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.
* [[Version/1.3.3287|1.3.3287]] - Fix: Jumping resets "Fire at will" toggle.
 
  
 
== See Also ==  
 
== See Also ==  

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