RimWorld

RimWorld

Beam me up Scotty
200 Comments
Mlie Sep 9, 2024 @ 1:32pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3328183029
Hope it helps anyone!
Dark Luminary Sep 1, 2024 @ 3:58am 
Has anyone tried this with 1.5?
Akaired Apr 30, 2024 @ 3:48am 
any plans for 1.5?
The Dutchman Apr 10, 2024 @ 12:03pm 
@Trippycorn It pretty clearly tells you
Trippycorn_ Apr 7, 2024 @ 2:41pm 
Figured how to tp within the map but how do I set up a link between different maps?
Joan Risu Dec 2, 2023 @ 8:14am 
Is there a setting to change the weight limit?
Gouda quiche  [author] Oct 31, 2023 @ 4:53pm 
It does work though.
Dont hesitate to create a test game and go dev/god mode to test many things, while not ruining your RP in your main game. You could have different setups with different options to figure out what is not clicking. It does have many options, so it's easy to mess up.
Sumatris Oct 31, 2023 @ 7:20am 
I'm apparently too stupid for this mod. Set up everything according to the instructions, but no matter what settings I choose or who/what I put on the teleporter spot, the work station always claims that there's nothing to teleport. Shame, was really looking forward to cutting down on travel time across my spread-out base :-(.
g_BonE Jan 29, 2023 @ 12:16pm 
so ive setup and linked the spots correctly and set the teleport spots to automatic - still none of my pawns actually do use it to teleport? ive drafted one and had it stand on the spot but nothing happens.
Gouda quiche  [author] Dec 29, 2022 @ 8:32pm 
I think the beds work. I will check soon.
Thundercraft Dec 29, 2022 @ 1:24pm 
Quote, "The animal box is currently bugged. I already fixed it in my version, but I need to upload it and Publisher Plus is currently down for now. I will update it when publisher plus is fixed."

The mod was last updated in October... Was that fixed update ever uploaded (and it was forgotten that this was still in the description)? Or is this bug still an issue?
Gouda quiche  [author] Oct 22, 2022 @ 8:47am 
- Updated to 1.4
- Added a better selector resolution : if you had the teleported thing selected, it will still be selected once it's teleported
Myst Leissa Aug 29, 2022 @ 8:06pm 
@Weyring - Speaking English of that problem, it SOUNDS like the problem is SoS2 places an "Layer" which is under the ship (similiar to DBH Pipes, and vanilla power cables), but the only reason these don't trigger the effect as well, might be because the layer is buildable...Anyone checked to see if the same thing happens to building on vanilla bridges?
Weyrling May 6, 2022 @ 3:25pm 
IRT the SoS2 issue:
I'm not entirely sure why this happens, but you can sidestep it by linking the teleport catcher outside of the ship and then moving it onto the ship.

If I had to guess, the issue might be that the validator makes sure there's a teleporter on the tile, but the DoEffectOn method doesn't parse the tile to grab the actual teleporter and instead assumes the target is a teleporter and then fails because hull plating interjects itself as the target.
Bane882266 Mar 9, 2022 @ 8:31am 
It works just fine for me...Except how when you save and load it forgets which sport it is linked to. I'm using SRTS and don't tend to save scum so I can just send the port back to the original map relink it.
Neosuduno Mar 8, 2022 @ 9:26pm 
Sadly, the one thing I want to do with it is impossible. Transport between maps.
davidguy207 Feb 9, 2022 @ 11:17pm 
for some reason i cant teleport anything. It just says "[the pawns weight]; > 0kg;"
Bane882266 Jan 26, 2022 @ 9:20am 
If we are going to start weekend things I would personally add a transporter sport. Requires 0 work and is placed instantly like sleeping spots and crafting spots. It makes sense to be able to get transporters with more research which only require one pad to do all the heavy-lifting and this alternative sport does nothing but let you quickly deploy multiple people to the surface.

Now if only I could figure out a way to change a map while selecting the link function.
The Jan 25, 2022 @ 3:11pm 
Any chance of getting to see the source code? I was considering doing an extension to make a settings menu to: A. provide an option to disable the sound and B. provide an option to increase power requirements in return for increased weight limits. Totally understandable if not, just thought I'd ask.
Thank you very much for the mod, I consider it a must-have when doing a SOS2 run!
odaswifteye Dec 26, 2021 @ 10:05pm 
To nerf this I would add in one of the many teleporter accidents or side effects that were known to happen on Star Trek.
Wouldn't happen all the time though. Just weighted in favor of it functioning normally.
Bane882266 Nov 2, 2021 @ 3:28pm 
Any word on the sos2 fix? I'm holding out on this one thing being fixed before I start my new playthrough all the way from nothing completely no research neolithic tribal industrial glitter world
Spacer (sos2) and beyond (sparkling worlds)... And I really want a transporter...
AHyperionSpy Oct 9, 2021 @ 8:58pm 
I have confirmed this with further testing. When checking if the linked tile is a teleporter/catcher, Beam me up Scotty's code is getting the "hull plating" as the returned value, which of course isn't one of your teleporter objects.
AHyperionSpy Oct 9, 2021 @ 8:51pm 
I think I was able to figure out what's happening. That being said, I do not know how to fix it.
When trying to make a link, the linked-to location/object "!thing.IsTPSpot();" is compared against the list of teleporter objects included in the mod, but for some reason it thinks the ship hull plating from SoS2 is the object being clicked and not the teleport catcher on top of it, so the check fails and thus the link fails. Here's an image of where the linking is failing. https://imgur.com/a/qS0SDIl
Gouda quiche  [author] Oct 9, 2021 @ 2:38am 
You can decompile the code and try to figure out where the issue is. It's hard to tell when it occurs, so it's hard to debug.
AHyperionSpy Oct 8, 2021 @ 2:07pm 
I was reading through the comments looking for more information about a Save Our Ship 2 compatibility issue I've been having, and found at least one other person having the same issue (See: "PINNED: Suggestions"). Is that something you'd be willing to fix? If not, is the source code for this mod availible anywhere so I can attempt to fix it myself for personal use?

I love the mod, and it's a real life saver with the annoying "You're going to use ALL your fuel to send any craft from the surface to space regardless of how much fuel" feature of SoS2. But with that draw back mentioned in suggestions, it makes this a lot less practical. Every time the power grid goes out or something causes the link to break, you need to waste time and fuel sending a shuttle down and then back up just to re-link the teleporters.
=) Oct 7, 2021 @ 2:03am 
Aaand it's temporary. They were there for a while, then disappeared.
=) Oct 7, 2021 @ 1:59am 
Thanks for the mod. Now, I can finally teleport my holographic pawns (SOS2) to another map. I'm not sure if this is intended though. =)
MedicsX Aug 24, 2021 @ 3:26am 
I have a shipping problem.170 kg I need 500 kg
Z03 Jul 27, 2021 @ 4:28pm 
@so thank you very much for the suggestion! ill definitely go check it out.
and i accidentally put steam back in online mode so im screwed anyways haha, might as well give it a shot.
So Jul 25, 2021 @ 3:23pm 
@lukako you should try fluffy mod manager it changed my life, lets you keep older mods like this one working and makes backups. I use to have same problems in previous versions of rimworld before that, but you probably would have to go online to get it and that would ruin your rimworld sigh. :/
Z03 Jul 25, 2021 @ 1:41pm 
could you consider adding a github version? ive got steam put in offline mode because all these updates for rimworld have been destroying my game- therefore cannot download this mod :(
Gouda quiche  [author] Jul 17, 2021 @ 2:42am 
There is an operation section on this page that explains how to do it. I did not notive any difference with what you did.
kurikinton Jul 16, 2021 @ 9:12pm 
Understood. Indeed I noticed that after some time the clock thing has disappeared, so I'll see if it works.

Incidentally, by the way you say "the way you do it", it sounds like I've done something unexpected. What would be the expected use case (I mean might as well just do it that way and avoid the issue for the time being).
Gouda quiche  [author] Jul 16, 2021 @ 9:35am 
The clock is related to the cooldown. It seems the way you do it makes the tp fall in a sub case I did not consider. I will try to reproduce the way you do it, even if it looks good on paper.
kurikinton Jul 16, 2021 @ 6:41am 
What does the blinking clock icon over the teleportation spots mean? I get these blinking clock icons and nothing else happens.

I installed a workstation, then a spot, then a catcher, and linked the spot to the catcher. When I click on the spot, it gives me the option to toggle automatic on/off and to switch between no route, to, from, and swap.

But 1) while the colors of the glowing arrows on the spot and the color of the link line to the catcher change depending on what I set, the graphics otherwise don't look like the ones given here as an example. And 2) I can put a colonist on top and literally nothing happens, whether or not I click on the workstation. Meanwhile, 3) clicking on the "registry" button I get when clicking the workstation says it's "empty" despite that I followed the steps in the description above to the letter.

And 5) I get that blinking clock icon over the spot/catcher.

What gives?

Gouda quiche  [author] Jun 28, 2021 @ 9:40am 
@HawnHan I have not modded for a long time, I will try to remember your work next time I do it.
@Cables Spots need electricity iirc. Try to move a catcher instead(like shown in the gif) I admit the howto talks about spots..
Cables323 Jun 27, 2021 @ 3:30pm 
Why do the Teleport Spots unlink when reinstalled. Is there a way to relink them if they are on different maps?
HawnHan Jun 26, 2021 @ 7:25pm 
Hello author
I love this mod and translated the mod into Simplified Chinese.Would you merge it if you are free? Github [github.com]
I found most text of workbench setting can't translate.Would you like to export them?
Ivy Brooks Jun 20, 2021 @ 9:52am 
for some reason even when I have linked the teleporters and catchers, doing everything, the spot keeps going from orphan to facility required
Archotech Mar 22, 2021 @ 6:59pm 
I
I
V
Phoenix-D Mar 6, 2021 @ 7:35pm 
Suggestion: add a right click option on the pads for "use teleporter"
Banderi Feb 2, 2021 @ 8:40pm 
@Omni can confirm I get that bug too, it's really annoying. And yes, a setting for weight limit would be nice to have, even if just in the mod options. I had to modify the mod myself for this, as it prevents me from using it with any of my android/mechs from other mods.
Scout Gaming Jan 9, 2021 @ 1:27pm 
Works SOS 2?
Ultimum Jan 3, 2021 @ 3:11pm 
No worries thanks for the quick reply! just wanted some clarification to make sure I was using it correctly. Thanks for the info!
Gouda quiche  [author] Dec 27, 2020 @ 11:23am 
@ultimum There is no pathfinding code in this mod. You have to use control zones, or direct orders while drafted to make it work. I do understand, and it's a legitimate request, but that's not something that is easy nor that can be half done without a lot of testing. I have several mods in progress, maybe one day, I will do it.
Ultimum Dec 27, 2020 @ 1:34am 
Not sure if this is how its intended, but pawns will not use the teleporter to move on their own. Its attached to a workstation and linked to a catcher. Its set to automatic and both ways and shows in the registry, but they will not use it to path to things. For example if there is a sealed bedroom they wont use it to enter/exit
Gouda quiche  [author] Dec 23, 2020 @ 4:43am 
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Ross Dec 22, 2020 @ 11:39pm 
re: (prev)
The only solution (I've found) is to unlink and relink them. Not the biggest deal because I keep personal shuttles around, but it is annoying having to do the whole rigamarole.

And, as others have suggested, being able to increase the weight limit would be awesome. I however would prefer if the entire "quality" system was removed and the weight limit was instead a result of power consumption. Add a gizmo on the workstation or TP spot that adjusts the current Power Draw When Active, with higher power draw increasing max weight capacity and also the speed of teleport warmups and cooldowns. The warmup, specifically, could also be correlated to the weight to be transported (and the body size of the pawn, if appropriate).
Ross Dec 22, 2020 @ 11:39pm 
I occasionally encounter a particularly irritating bug where a portal will initiate it's "warm up to fire" sequence (everything meets the criteria for a TP and it starts doing the 3 ring animation), but it aborts (or should abort) tho fails that abort and just keeps running the "warming up" animation after whatever's left the spot. This prevents it from being used again. You can switch its mode and it will keep playing the "warming up" animation for that mode, but isn't doing anything. Checking the workstation it will read as if its waiting for a tp, or should be working, when it doesn't because it's "stuck in warm up".

For example, when I first had 3 portal spots immediately next to each other, and pawns were dropping resources in them they would sometimes stand on the spot above the one they're interacting with. Or, they can accidentally teleport away when trying to uninstall another teleport pad, by standing on the adjacent pad.
meguenther Dec 19, 2020 @ 9:20am 
Thank you. I built now two one way spots with one big and one small teleporter bench. I hear the sound and it seams to work but I never see them go there...