RimWorld

RimWorld

Sending gifts from a pod launcher
Settlement requested 23x tshirts so I put them in a pod and launched it, they received it as a gift and goodwill went up but the quest still doesn't count as complete? Do you have to send a caravan for it to count?
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Showing 1-7 of 7 comments
M.K. (Banned) Aug 1, 2019 @ 5:23am 
Need to send a colonist along to shake on the completion of the deal.
and DON'T then tag the shipment as "gift", otherwise the colonist is sold as a slave.
Hank Schrader Aug 1, 2019 @ 5:24am 
damn ok thanks
flu007 Aug 1, 2019 @ 5:43am 
Yeah, when you send a colonist along, either by pod(s) or caravan, when you reach the destination one of the options will be "fulfill trade request" or something along those lines.

Dont feel too bad. I almost did the same thing the first time but then decided to look it up in the nick of time. :)


Edit: just thought I'd add...

Fulfilling trade requests like that by drop pod is perfectly viable, however keep a close eye on the weight.

Not so much the weight of the items you're trading them. It might give you a warning that "caravan will be immobile" or something, but since you'll land in the middle of the settlement and get rid of those items right away, that doesn't matter.

But you'll also have to take some food/meds etc. for the trip back, and of course the items you'll receive as a reward. So always keep in mind how heavy the reward items will be, or you may not be able to carry them back with just one colonist.

If you build multiple pod launchers adjacent to each other, you can launch them as a group. Sometimes you may need to stuff a pack animal in a second pod just to be able to carry the stuff home. :)
Last edited by flu007; Aug 1, 2019 @ 5:54am
M.K. (Banned) Aug 1, 2019 @ 8:13am 
Originally posted by flu007:
If you build multiple pod launchers adjacent to each other, you can launch them as a group. Sometimes you may need to stuff a pack animal in a second pod just to be able to carry the stuff home. :)

Just put some steel, components and chemfuel in the outgoing cargo, the build your own drop-pod for the trip back. Easier than mailing a herd of Muffalo along in the first place.
Originally posted by M.K.:
Originally posted by flu007:
If you build multiple pod launchers adjacent to each other, you can launch them as a group. Sometimes you may need to stuff a pack animal in a second pod just to be able to carry the stuff home. :)

Just put some steel, components and chemfuel in the outgoing cargo, the build your own drop-pod for the trip back. Easier than mailing a herd of Muffalo along in the first place.

Easier, perhaps. But is it MORE RIMWORLD to build a pod launcher and launcher yourself back, or to travel with a herd of muffalo? Discuss.
RyansPlace Aug 1, 2019 @ 8:54am 
There's this mod which adds reusable pods with increased range and carrying weight. That pretty much solves al your problems with the drawback of making some challenges far too easy.
https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776&searchtext=cargo
flu007 Aug 1, 2019 @ 9:10am 
Originally posted by M.K.:
Originally posted by flu007:
If you build multiple pod launchers adjacent to each other, you can launch them as a group. Sometimes you may need to stuff a pack animal in a second pod just to be able to carry the stuff home. :)

Just put some steel, components and chemfuel in the outgoing cargo, the build your own drop-pod for the trip back. Easier than mailing a herd of Muffalo along in the first place.

I'm sure this works somehow, but I'm not immediately grasping the math in my head.

To build a launcher/pod you'd need 55kg in steel alone, plus a few kg worth of chemfuel...

Now, when you pod a colonist to a friendly settlement to fulfill a trade request, that happens on the World screen, you can't actually enter the settlement map.

Which means you'd have to travel one tile away to build it, I assume. But a colonist can only carry 35kg, minus the equipment he's wearing. So they wouldn't be able to travel that one tile to build the pod launcher?

Am I missing something?


Edit: Actually, I suppose you could make them travel to an empty tile and then drop pod the materials to them.
Last edited by flu007; Aug 1, 2019 @ 9:18am
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Date Posted: Aug 1, 2019 @ 5:20am
Posts: 7