How to Use Transport Pods in RimWorld (1.6) | Fuel, Range, and Launch Tool

RimWorld 1.6.4633 local data check

How to Use Transport Pods in RimWorld

The fast answer: finish Microelectronics, clear the hidden Biofuel Refining and Machining prerequisites, research Transport Pod at a hi-tech research bench, then build an unroofed pod plus launcher pair, fuel each launcher at 2.25 chemfuel per tile, load your pawns or cargo, and choose Drop at edge or Drop in center based on risk. Need the shortest path first? Jump to Quick Solution.

2.25 chemfuel / tile 150 kg per pod 150 fuel launcher cap 66 tiles at a full tank
how to use transport pods rimworld pod launcher icon

Pod Launcher

50 steel, 1 component, 150-fuel tank, adjacent launch groups.

how to use transport pods rimworld transport pod icon

Transport Pod

60 steel, 1 component, 150 kg default mass capacity.

how to use transport pods rimworld chemfuel icon

Chemfuel

Launcher fuel. One batch is 35 from 70 wood or 3.5 organics.

how to use transport pods rimworld shuttle comparison icon

Shuttle Check

Shuttles carry more, but solar flare defs can block shuttle launch.

Code-backed catch: the guidance on this page is anchored to the local game files, not just a wiki summary. The big unlock trap is that Transport Pod has hidden prerequisites, and both the pod and launcher use PlaceWorker_NotUnderRoof.
Quick-Fix Flow: Launch in 5 Steps
1

Unlock the chain

Research Microelectronics, then finish hidden prereqs Biofuel Refining and Machining, then buy Transport Pod.

2

Build unroofed

Place one pod launcher and one transport pod in the open. The pod must sit beside the launcher's fueling port.

3

Fuel for distance

Pods use 2.25 chemfuel per tile. A full 150-fuel launcher reaches about 66 tiles.

4

Load the group

Assign pawns, items, or animals with Load. Fix reachability, forbid status, and mass issues before you launch.

5

Pick the landing

Use Drop at edge for safer arrivals, Drop in center for immediate combat pressure, then plan the return.

Build and Fuel Blueprint
how to use transport pods rimworld hi tech research bench icon

1. Research Gate

Transport Pod costs 1000 research, needs MicroelectronicsBasics, and only appears after hidden prereqs BiofuelRefining and Machining. It also requires the HiTechResearchBench.

how to use transport pods rimworld biofuel refinery icon

2. Fuel Supply

Biofuel refining is not optional in practice. Local recipe defs show 70 wood → 35 chemfuel and 3.5 organics → 35 chemfuel, so one launcher tank equals about 300 wood.

how to use transport pods rimworld launcher and pod build pair icon

3. Launch Pair

A Pod Launcher costs 50 steel + 1 component and holds 150 fuel. A Transport Pod costs 60 steel + 1 component. Both pieces require an unroofed build spot.

Research XML

TransportPod
baseCost = 1000
prerequisites = MicroelectronicsBasics
hiddenPrerequisites = BiofuelRefining, Machining
requiredResearchBuilding = HiTechResearchBench

Build Rules

PodLauncher
fuelCapacity = 150
consumeFuelOnlyWhenUsed = true
placeWorkers = FuelingPort, NotUnderRoof

TransportPod
placeWorkers = NeedsFuelingPort, NotUnderRoof
canChangeAssignedThingsAfterStarting = true
Fuel and Range Lab

Planner Inputs

Assembly defaults give fuelPerTile = 2.25 and massCapacity = 150. The calculator below treats the return leg as another launch only when you pick build destination launcher and relaunch.

Live Results

66 tiles max

One full launcher reaches roughly 66 tiles. At the current settings this run fits inside a full tank.

Pods needed2
Fuel / launcher90.0
Safe fuel / launcher99.0
Total safe fuel198.0
Wood equivalent396
Organic equivalent19.8
Steel + components220 steel + 4 comps
Return noteNo relaunch fuel needed
Fuel / launcher = tiles × 2.25 Max range = floor(150 / 2.25) = 66 tiles Pods needed = ceil(payload / 150)

Quick Lookup Table

Tiles Fuel / launcher Safe fuel (+10%)

Return Planning

  • Caravan home: the cheapest exit. Great after raids, rescues, and one-way supply drops.
  • Build a destination launcher: only choice if you want a true pod return. Bring steel, components, and fuel or refinery inputs.
  • Farskip: skips the fuel bill entirely if your psycast route is online.
  • Ocean problem: plan a shoreline hop. Pods are for valid land targets, not pure ocean tiles.
The launch UI exposes DropAtEdge and DropInCenter, and the keyed strings also include the trade-request warning for gifts sent by pod.

Mission Playbook

Drop postureDrop in center or edge if turrets cover the yard
Load firstEMP, breacher, medicine, smoke, fast cleanup pawn
Return planCaravan out or stage a destination launcher
Big riskRoofed workshops and hot center tiles can punish direct drops
  • Land in the enemy yard, not inside a cramped roofed room.
  • Blow power or turret angles first, then loot fast and reform.
  • Pods are best when walking the same distance would cost too much time.

Pods vs Shuttle

Metric Transport pods Imperial shuttle
Mass capacity 150 kg per pod from CompProperties_Transporter. 2000 kg in local shuttle defs.
Fuel / range model 2.25 chemfuel / tile, one launcher per pod, 150-fuel cap. Pilot-bound transit craft, not the same chemfuel-per-tile launcher model.
Roof rule Both pod and launcher use PlaceWorker_NotUnderRoof. Has its own under-roof send failure strings.
Solar flare check Pods still matter; no pod-specific solar flare block was found in local transport defs. GameConditions_Misc.xml sets preventShuttleLaunch = true on SolarFlare.
Best use Fast one-way raids, rescues, gifts, staging hops. Heavy payload quest transit when the weather and quest rules allow it.

Pods win on simplicity and availability. Shuttles win on mass, but their ruleset is different and weather can shut them down.

Troubleshooting Matrix

Symptom Likely cause Fast fix
Accept is greyed out Something assigned is unreachable, forbidden, reserved, missing, or over mass. Unforbid cargo, cancel reservations, bring items into path range, or cut mass until the dialog clears.
Cannot place the pod The pod is not next to a fueling port or the build tile is roofed. Rebuild beside the launcher and clear roof coverage first.
No launch button Loading is still in progress or a launcher in the group has no fuel. Wait for haulers, confirm adjacency, and top off every launcher in the group.
Destination is too far The selected tile needs more than 150 fuel or no valid land path exists. Add chemfuel, pick a nearer tile, or use a staging launcher.
Trade request did not complete You sent a gift by pod instead of approaching with a pawn. Land with a pawn or caravan to the settlement for quest credit.
Local strings include MessageTransportersNotAdjacent, CommandLaunchGroupFailNoFuel, and the transport-pod trade-request warning, which matches the common player failure cases above.

Game-Code Receipts

  • ResearchProjects_3_Microelectronics.xml: TransportPod research requires MicroelectronicsBasics, has hidden prereqs BiofuelRefining and Machining, and needs HiTechResearchBench.
  • Buildings_Misc.xml: PodLauncher has fuelCapacity 150; TransportPod uses PlaceWorker_NeedsFuelingPort and PlaceWorker_NotUnderRoof.
  • Assembly-CSharp.dll via reflection: CompProperties_Launchable.fuelPerTile = 2.25, CompProperties_Transporter.massCapacity = 150, and CompProperties_Launchable_TransportPod.requiresFuelingPort = true.
  • FloatMenu.xml: the launch options are literally DropAtEdge and DropInCenter.
  • Misc_Gameplay.xml: the game warns that transport pods sent to a trade request become gifts, not quest turn-ins.

Assembly Defaults

CompProperties_Launchable
fuelPerTile = 2.25

CompProperties_Transporter
massCapacity = 150

CompProperties_Launchable_TransportPod
requiresFuelingPort = true

Keyed Strings

DropAtEdge
DropInCenter

Warning: You cannot complete trade requests
by using transport pods.
If you send the goods, the settlement will
accept them as gifts...
Reference Hub