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>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.
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.
>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.
>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.
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:
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.