RimWorld

RimWorld

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Colonial Shuttle
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Mod, 1.5
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164.924 KB
Sep 10, 2024 @ 8:27pm
Mar 21 @ 10:20am
9 Change Notes ( view )

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Colonial Shuttle

In 1 collection by J
Mods that I worked on
3 items
Description
This mod will allow you to build shuttles, powered by the Vehicle Framework.


Features:

🔹Lean. The mod is balanced around what’s already available in the base game, on purpose—no existing building, item or an in-game mechanic will become entirely obsolete once you start using colonial shuttles. For instance, transport pods will remain more fuel-efficient.

🔹Straightforward upgrade options. More armor/cargo/passengers, a grenade launcher and an on-board subpersona that requires Biotech. Since you’ll be trading cargo capacity for upgrades, keep in mind that shuttles can’t fly with no available cargo capacity.

🔹Dynamic fuel consumption. The more cargo/passengers the shuttle is carrying, the higher is its chemfuel consumption, and vice versa, down to a minimum.

🔹Support for patterns and skins.


Tips:

🔹Prisoners need to be arrested before you can use the “Load Pawn” gizmo on them. Add [RH2] CPERS: Arrest Here! to your mod list, so that you can arrest downed enemies without building a prison beforehand.

🔹Mechanoids can also be boarded via the “Load Pawn” gizmo. Biotech integration is basic, but it’s on the to-do list on the Vehicle Framework’s end.

🔹Cargo Racks (A) make the shuttle less fuel efficient for balancing reasons—it’s intended to have a fleet of specialized shuttles when necessary, but taking additional chemfuel as cargo is also an option. Some stats can also be tailored to your experience in the settings:

  🔸Go to “Options”→“Mod options”→“Vehicle Framework”→“Vehicles” tab, select the shuttle and change the default “Fuel Rate %” under “Launch Properties” to a percentage that works for you.

  🔸Click the “Stats” button and increase the base cargo or fuel capacity in case your mod list requires more.

  🔸All settings are revertible (the button is right below the cross that closes the window), so no harm can be done.

  🔸Upgrades cannot be customized.

🔹Dynamic fuel consumption means you have to prepare for trips. I’ll be implementing a better UI to decrease the cognitive load when dealing with this feature. Here’re some tips:

  🔸To test the waters, load the amount of chemfuel equal to your shuttle’s current capacity every time you install an upgrade that increases chemfuel consumption. Refuel en route if necessary.

  🔸If you prefer to be very specific, do some math (the author of this mod never does this and thinks it’s largely unnecessary, but it is an option):

  1. For the purposes of fuel consumption, shuttles count loaded cargo, passengers and their inventories. Teenagers weigh 30 kg, adults — 60. 95 kg is a very rough weight of a well-equipped adult. Load your shuttle up to a maximum and fill up some or all passenger slots.
  2. Click the “Launch” gizmo and hover the closest tile to see how much fuel you’ll be spending per tile with maximum load.
  3. Solve a proportion. Say, you want to haul 190 kg: if 890 kg is your total weight aboard from step #1 and it costs 40 chemfuel per tile, 190 kg will cost 190 × 40 / 890 = ~8.5 chemfuel per tile.


Additional notes:

🔹You might get a red error that’ll say “No free workers for BFS”—it’s harmless and can be ignored. That said, if you’ll encounter issues with vehicle reachability after getting the error, try regenerating region grids while you’re playing the game: go to “Mod options”→“Vehicle Framework”→“DevMode” tab and click the “Regenerate All Regions” button. Please let me know how it went.

🔹Vehicle Framework doesn’t handle turret accuracy the same way RimWorld does, which makes balancing offensive turrets challenging. The framework is under active development and I’m planning to take another look at possible turret upgrades in the future.

🔹Landed imperial shuttles are buildings with a cover effectiveness of 75%, so colonists can only shoot when they stand at the corners. Vehicles, on the other hand, never block line of sight, so colonial shuttles compensate with a cover effectiveness of 55% (like sandbags). If possible in the future, colonial shuttles will behave just like the imperial ones in terms of cover.

🔹This mod changes the imperial shuttle’s texture for consistency. If you want imperial shuttles to use textures from VFE: Empire or Vanilla Textures Expanded, load these mods after. If you want to apply these textures to colonial shuttles too, check Colonial Shuttle + VTE Texture Patch out.


Compatibility:

🔹Save Our Ship 2 and RimNauts 2 are compatible, but colonial shuttles can’t travel into space, which is intentional—I tested it before and space travel was buggy, sometimes to a point of game-breaking. Save Our Ship 2 has three very similar shuttles that are tailored to the mod’s experience, so you probably won’t gain much if you decide to run SOS2 and Colonial Shuttle together.

🔹Vehicle Framework maintains its own list of incompatibilities here[docs.google.com]. At the time of this message, the list doesn’t mention issues with Auto Seller.


Troubleshooting:

If an issue is not a confirmed bug, it’s either a mod conflict, or an incorrect sort order. Also, while it’s almost always safe to add a mod to an ongoing save, it’s almost never safe to remove. If you absolutely need to remove Colonial Shuttle mid-save, deconstruct or delete all shuttles, save (do keep a backup just in case), then remove the mod from your list.


🔹Check for known incompatibilities above.

🔹Share your game’s log. Add Log Publisher from HugsLib to your mod list (you can remove it once you’re done), load your game, reproduce the issue, press Ctrl + F12, click “Upload” and follow any further instructions.

🔹Use RimSort[rimsort.github.io] to sort your mod list with the community database[github.com]. RimSort’s initial setup can be difficult, but it will solve most (if not all) of your sorting issues with the game; if stuck, ask for help on Discord—either in RimWorld’s, or RimSort’s server.


If everything else fails, the fastest way to find a mod conflict in general is to bisect your mod list:

 A. Start with everything, but Colonial Shuttle or its dependencies disabled.
 B. Enable half of the mods and check if the issue occurs.
  1) If the issue occurs, the problematic mod is in the enabled half—remove a half, check.
  2) If not, it's in the disabled half—enable a half of what’s currently disabled.
 C. Repeat the process by enabling or disabling half of the remaining mods each time until you narrow the issue down.


Source code and assets:

The MIT-licensed source is available on GitHub[github.com]. All non-derivative art assets are public domain and can be viewed on Figma[www.figma.com].


This mod woudn’t be possible without the hard work of @SmashPhil. Support him on Patreon[www.patreon.com] or check out the game he’s developing alongside @Roolo and @Oskar Potocki:

Popular Discussions View All (1)
0
Jan 2 @ 12:05pm
Migrating save files from v1 to v2
J
169 Comments
J  [author] Apr 20 @ 3:30pm 
@Realm Imp
>Does this make travelling faster in the map?

Yes, it’s pretty much a reusable transport pod. You’ll have to work for it, though; shuttles require 2 things: the “Transport pod” research project and a rare/expensive techprint, so you might or might not get your first shuttle at mid-game.
Realm Imp Apr 20 @ 5:42am 
Does this make travelling faster in the map?
J  [author] Apr 19 @ 6:49pm 
@POMF POMF:

I replied 4 messages ago on the 4th of April: I tested it, everything seems to be working as expected, but at the same time I’m not incredibly confident that something’s not going to break at some point during a playthrough, so I’ve decided not to add a scenario until we’ll be able to confirm that it doesn’t cause long-term issues.

This needs playtesting, please let me know if you want to be a guinea pig and are okay with things breaking—I’ll push an update tomorrow with a pre-defined scenario that you’ll be able to customize, around 24 hours from now.

Or just spawn a shuttle in god mode.
POMF POMF Apr 19 @ 4:00pm 
I asked this on March 31st "Is there anyway to start a new game with a shuttle at the start? With the Start Near?" Was this ever updated? Or is it still buggy and won't work?
J  [author] Apr 10 @ 10:46am 
@roc:
>any chance for ce patch

The latest version of Colonial Shuttle has already been patched on CE’s end in January, we’re just waiting for CE to release a new stable version that will include the patch. I’m following the updates and will post here when a new one comes out, but in case you don’t want to be subscribed to this comment section, just keep an eye on a new CE update.
roc Apr 10 @ 7:35am 
any chance for ce patch?
J  [author] Apr 4 @ 1:42am 
@POMF POMF:
>Can you disable the shuttles fuel need so the shuttle can run without fuel?

Just in case: “Options”→“Mod options”→“Vehicle Framework”→“Vehicles” tab, select the shuttle and change the default “Fuel Rate %” under “Launch Properties” to a percentage that works for you.


Regarding starting scenarios with a shuttle, I’ve tested it, it works, but at the same time I’m not incredibly confident that it’s not going to break at some point during a playthrough, so I’ve decided not to add a scenario until we’ll be able to confirm that it doesn’t cause long-term issues.
J  [author] Apr 4 @ 1:27am 
@GVLT:

Message 1 out of 2.

At the end of the day, it’s a known incompatibility with VF and maybe you did get silent issues that were recorded into the log. I also used Colony Groups before VF/Anomaly was released, but then realized that I wasn’t really using most of its features and don’t need all of the information presented to me at all times, especially with 1.5 adding mood to the bar. Here’s what I use now:
J  [author] Apr 4 @ 1:27am 
@GVLT:

Message 2 out of 2.

🔹 Better Message Placement
🔹 BattIePatch: Ghoul Mood Bar Shows Their Hunger (if you have Anomaly)
🔹 RimHUD (it’s great in its own way, but also helps as a soft workaround for missing food/sleep/need indicators that Colony Groups shows on the bar)

If you run huge colonies, CM Color Coded Mood Bar [1.1+] and BattIePatch: Ghoul Hunger - Color Coded Mood Bar Patch (instead of the one above) might also be an option. AFAIK, Colony Groups also had issues with ghouls from Anomaly.
POMF POMF Apr 3 @ 1:06pm 
ah neat I seem to have changed the settings to where now I have infinite fuel