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Mobile Logistics and Carts

DESKTOP-5KM6RA3\david edited this page Mar 2, 2026 · 4 revisions

Mobile Logistics and Carts

This guide covers Rimgate's mobile hauling system: how carts are unlocked, how to load them, how to push them efficiently, and when to use refrigerated or gate-transfer workflows.

For gate operations, see Gate Network Guide.
For overall unlock sequencing, see Research and Progression.

At a Glance

  • Carts are short-range logistics multipliers, not caravan vehicles.
  • Every cart uses the same load radius (10 tiles from the cart).
  • Loading uses Hauling work; designated pushing uses Basic work.
  • push to... keeps cargo loaded; push and dump... unloads at destination.
  • Enabled carts can be used as mobile stockpiles for construction materials and food.
  • Refrigerated carts preserve perishables only while fueled.
  • You can push a loaded cart through an active gate for map-to-map transfer.

Unlock Path

  1. wheelbarrow via smithing.
  2. tracked cart via tracked cart research (Rimgate_TrackedCart).
  3. Refrigeration upgrade via refrigerated lining (Rimgate_RefrigeratedCarts).
  4. hover skid tier via hover skid (Rimgate_HoverSkid, Goa'uld branch, techprint-gated).

Cart Comparison

Cart Capacity Push Speed Penalty Fuel Model Notes
wheelbarrow 136 kg Heavy (Rimgate_PushingCart severity 0.85) None Cheapest early option; no breakdown/fuel complexity.
tracked cart 320 kg Medium (0.55) chemfuel, push drain scales with load Strong midgame hauler.
refrigerated tracked cart 300 kg Medium (0.55) chemfuel, continuous refrigeration drain + load-scaled push drain Preserves perishables while fueled.
hover skid 520 kg Light (0.15) naquadah, push drain scales with load Highest raw capacity; explosive on kill.
refrigerated hover skid 500 kg Light (0.15) naquadah, continuous refrigeration drain + load-scaled push drain Best cold-chain hauler; explosive on kill.

Fuel and Runtime Notes

  • Push fuel use is load-scaled with a baseline: carts always consume at least the listed base push rate while moving, and at full load consume about double that base rate.
  • Non-refrigerated carts (tracked cart, hover skid) consume fuel only while being pushed.
  • Refrigerated carts consume fuel continuously when parked to maintain preservation, and also use load-scaled push fuel while moving.
  • If a refrigerated cart runs out of fuel, sealed preservation drops and normal spoilage ticking resumes.
  • If fuel runs out mid-push, the push job fails and the cart is restored nearby.
  • Full-tank baseline endurance:
    • tracked cart: base 67.5/day while moving (15 fuel = ~5.3 in-game hours at empty load), up to 135/day at full load (~2.7 in-game hours)
    • hover skid: base 57.5/day while moving (10 fuel = ~4.2 in-game hours at empty load), up to 115/day at full load (~2.1 in-game hours)
    • refrigerated tracked cart: 25 at 5/day (~5 in-game days)
    • refrigerated hover skid: 25 at 4/day (~6.25 in-game days)

Loading Workflow

  1. Select cart and click Load.
  2. Build a load manifest from reachable, non-forbidden items within 10 tiles.
  3. Keep total requested mass at or below cart capacity.
  4. Confirm; haulers begin load cart jobs automatically.
  5. When loading finishes, you get a completion message.

Important behavior:

  • The system can partially complete manifests.
  • If no pawn can continue loading for about 10 seconds, the manifest auto-finalizes and remaining shortfall is reported.
  • You can cancel loading at any time with Cancel load.
  • Unload drops all contents near the cart.
  • Allow use cart contents toggles whether colonists can pull items directly from the cart without unloading.
  • Carts cannot be pushed while a load manifest is active.

Using Cart Contents Without Dumping

Allow use cart contents toggle

  • Each cart has a per-cart allow/forbid toggle for direct access.
  • Allow means colonists can treat the cart as a valid source for supported jobs.
  • Forbid means the cart behaves like sealed transit storage until manually unloaded.
  • The setting persists when the cart is pushed and restored after transit.

Construction materials

  • If a cart is set to Allow, builders can pull required resources directly from it.
  • Blueprint placement/readouts and right-click construct checks treat enabled cart contents as available resources.
  • This removes the need to pre-dump cargo before construction work begins.

Food access

  • If a cart is set to Allow, hungry colonists can take ingestible food directly from the cart.
  • This supports practical field use (for example, survival meals left in a working cart).

Pushing Modes

push to...

  • Moves the cart to a chosen destination cell.
  • Cargo stays in the cart.
  • Usable for repositioning stock near production, killboxes, or gate rooms.

push and dump...

  • Moves the cart and immediately dumps contents near destination.
  • Best for one-way warehouse refill or field resupply.

Pushing through a gate

  • Use push to..., then target an active gate.
  • Requirements:
    • gate must be active
    • iris must be open
    • pusher must be able to reach gate interaction cell
  • Result: cart and pusher are transferred through the gate, then respawn on the connected map.
  • push and dump... is for cell destinations, not gate transfer.

Work Priority and Control

  • load cart is Hauling work type.
  • push cart is Basic work type.
  • Manual float-menu push options are available for direct pawn orders.
  • Cart work can be issued in drafted contexts, but regular automation still depends on your work priorities and availability.

Common Mistakes

  • Building manifests from items outside the 10-tile load radius.
  • Setting up load manifests without enough Hauling priority.
  • Expecting Basic-disabled pawns to execute push designations.
  • Starting long pushes with low fuel and stalling mid-route.
  • Using push and dump... when you meant to preserve cargo for gate transfer.
  • Forgetting a cart is set to Forbid and expecting builders/eaters to pull from it.
  • Treating carts as caravan cargo animals (they are explicitly non-caravan).

Strategy Checklist

  • Keep at least one wheelbarrow early to flatten hauling spikes in construction phases.
  • Use tracked cart for dense base logistics; step up to hover skid for mega-hauls.
  • Reserve refrigerated variants for food/medicine lanes where spoilage prevention pays for fuel.
  • Keep a fuel stockpile near high-traffic cart corridors.
  • Pair one cart lane with each high-volume cluster (freezer, fabrication, hospital, gate room).
  • For gate logistics, pre-stage loaded carts near the DHD/gate to reduce transfer delays.
  • Keep high-throughput carts on Allow when you want them to function as mobile stockpiles.

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