RimWorld

RimWorld

Advanced Transport Pods (Legacy)
68 Comments
Accusativus Jul 22, 2024 @ 10:37pm 
finally, a solution to sending my rock chunks to random tribal bases to cause their lives to be ruined
cyano  [author] Mar 29, 2024 @ 9:07pm 
ATP v2 is now out (see link in the description above). It incorporates mod settings where you can customize all added pods to your liking.
Veltus0 Jan 29, 2024 @ 2:49pm 
Could you try adding a Super Transport Pod, which can carry a weight of something like 99999999999 Kg?
Draco Sicarius Nov 24, 2023 @ 4:54pm 
Getting an issue where if I try to load a larger number of animals into pods pawns will sometimes get stuck just standing and not be able to do anything unless manually forced to (except loading pods, they still can't do that). This also causes a massive performance drop due to the pawns trying and failing many many times over to start doing things on their own but can't because they're stuck "trying" to load the pods.
MercxHaze Mar 17, 2023 @ 4:27am 
thank you for this. even though it may never come to fruition, i got so disappointed when i tried to launch warcaskets from raiders expanded and couldnt because they were too damn heavy. any similar problem can now be fixed in the future
Code Feb 21, 2023 @ 5:41am 
Can I use them as bombs?
Blu90 Oct 20, 2022 @ 4:53pm 
Does this have pods that fly further?
VelxraTV Nov 19, 2021 @ 1:24pm 
Seems the 275 pod has a max weight of 0 for me. Havent tested the other pods.
Proxyer Aug 5, 2021 @ 11:04am 
Thank you! :lunar2019laughingpig:
cyano  [author] Aug 5, 2021 @ 10:13am 
Ah, thanks for pointing that out. It's fixed now.
Proxyer Aug 5, 2021 @ 6:14am 
Hello crewd. Thank you for 1.3 update!

This is a translation problem, but if you put a dot in defName like "crewd.AdvancedTransportPods_1_5_1" in "HugsLib.UpdateFeatureDef", it will not be recognized correctly as defName. Internally in RimWorld, it stops at crewd. The reason why it can be displayed in English is that the reverse translation is not performed.

If you like, please consider modifying it like "crewd_AdvancedTransportPods_1_5_1" or "crewd_AdvancedTransportPods_1_5_0". thank you.
cyano  [author] Aug 4, 2021 @ 11:14pm 
Updated. The fuel gizmo wasn't visible in 1.3, but that's fixed now.
♡ Pustalorc ♡ Aug 2, 2021 @ 10:43pm 
Seems to be working for 1.3? Dont think it needs an update other than changing the About.xml to say it supports 1.3 @Svenman2
Svenman2 Jul 23, 2021 @ 10:04pm 
@crewd can you update the mod to 1.3 pls, Thank you
okoyum Mar 12, 2021 @ 6:31am 
Actually wait, I think this might not even be a mod bug. I finally found at least one other post reporting this issue and it seems to come from vanilla: https://www.reddit.com/r/RimWorld/comments/irsi0y/transport_pod_gift_no_longer_raises_faction/

I tested it myself and if the pods contain any animals you get no faction relationship; other pods without them work just fine. Also, it seems as if the pods never actually land because I was getting notifs that my podded animals were starving to death days after I launched them.
okoyum Mar 12, 2021 @ 6:19am 
@Draco Sicarius I have the exact same bug, however I do NOT have this mod installed (I was just looking around). Maybe this one also replicates the same bug, or we're both subscribed to a mod that causes it to happen. I know your comment is almost a month old, but can you share your modlist?
Draco Sicarius Feb 14, 2021 @ 7:37pm 
So there's serious bug involving your transport pods I believe. Whenever I try to gift another faction with an animal, nothing happens whether or not there are other creatures or items included, and it's as if I had just thrown the pod at an empty tile. It's really frustrating
Doanage Jan 15, 2021 @ 1:40am 
Well not to belittle your intelligence pick, but just to check: Did you research "Advanced transport pods" first? If not, it won't show up in the build menu.
pickpickpickpickpickpickpickpick Dec 9, 2020 @ 1:53am 
I'm spawning one in, using the "create copy" tool to have my pawns build it, and just not using the one I spawned in. If anyone else is having the same issue I am, this is any easy work around.
pickpickpickpickpickpickpickpick Dec 9, 2020 @ 1:50am 
Pod Launcher MK II isn't showing up in my Misc menu.

I can spawn it in using debug menu, but I can't seem to find the option to actually build it
DEADSHOOT Oct 15, 2020 @ 10:22pm 
Excellent!
cyano  [author] Oct 15, 2020 @ 10:21pm 
You misunderstood, it's already done. I released an update with Rimefeller support a few hours ago :)
DEADSHOOT Oct 15, 2020 @ 6:42pm 
Asierus24 from planes and bombs (SRTS) figured it out and can probably give you a solution. I don’t know if he wants to help you, but the community at Rimworld seems to be friendlier than the game itself ...
cyano  [author] Oct 15, 2020 @ 5:17pm 
Good suggestion. I couldn't find any documentation from Rimefeller on how to do it, so it took a bit of research to get it to work. Expect a release soon.
DEADSHOOT Oct 13, 2020 @ 7:57pm 
I'm sorry, but can you add Rimefeller compatibility? Compatible with pipes so that MK2 is automatically refueled from pipes that are connected to mechanisms from the mod. This feature is found in SRTS and vanilla launchers in Rimefeller.
cyano  [author] Jan 13, 2020 @ 4:53pm 
The vanilla pod holds 150 kg. Fuel is a property for the launcher, not the pod. So, without delving into C# (for which I don't have time/interest) the only way to increase fuel capacity e.g. together with the pod techs would be to also add additional launchers with bigger fuel tanks.
Thundercraft Jan 11, 2020 @ 2:00am 
Also, I'd like to suggest that Pod fuel capacity (and, thus, range) be increased with higher tiers. I think the Small should be 150 fuel, while the Large could be something like 200 or 300 fuel and the Advanced could be something between 400 and 600 fuel.
Thundercraft Jan 11, 2020 @ 1:52am 
"...the capacity for the large transport pod has been increased to 275 kg"

Q: What was the capacity before; i.e., what is the capacity of the vanilla transport pod?
烽燧煜明 Nov 2, 2019 @ 3:18pm 
Does it support Chinese?
S.T.A.L.K.E.R. Aug 10, 2019 @ 12:32am 
Thanks alot for the awesome mod.
Wish Granter Jul 3, 2019 @ 4:38pm 
Hey its me again, long time ago yeah, I had some new colony up to now and I just want to say that it works now, I can build them and I just wanted to thank you for all the work you put in, especially with going trough all the mods!
Wish Granter Jun 11, 2019 @ 1:48am 
sadly, no it doesnt work. Even with the things 100% like on the list, the game rejects working for me. But, after all, almostm all errors are gone. I can live with rest. I am just gonne use glitches to load tons of stuff in my pods, since the game being an ass to me. I still appreciate your service. Even tho I dont get you mod running, you still fixed my mod order list which would have cost me a whole day so i thank you for that. maiby I give it a shot another time, got to go to sleep for now
Wish Granter Jun 10, 2019 @ 10:04pm 
I will grab that order and give it a try right now
cyano  [author] Jun 10, 2019 @ 8:41pm 
RBSE and EPOE at least are not completely compatible and you seemed to have both. Perhaps I got a little lucky with the order, but dropping RBSE, the only other ones I got were:

Config error in SpaceshipCargoDispatcher: Gun_Minigun tradeability doesn't allow traders to sell this thing
Config error in Orbital_Rare: Shell_AntigrainWarhead tradeability doesn't allow traders to sell this thing

And several of these, for a bunch of different Wall_Sterile<colors>:
Config error in Wall_SterileRed: has multiple damage multipliers for damageDef Bomb

This is the order I used, copied from a savegame file: https://pastebin.com/G6avnyqj
Wish Granter Jun 10, 2019 @ 5:01pm 
Idk , I tried romiving something and putting it up and own. Nothing worked. I swear, a few days before this tiny update dropped, I spent 5 hours to get eveyrthing working and no red errors anymore or the console appearing. Now, after this little tiny update, everything is broken and errors everywhere I go. I am so done with my nerves. I want the 20 minutes loading time back and for that a working game. Thank you for you assistence non in the less
Wish Granter Jun 10, 2019 @ 3:29pm 
Just a error with alpha animals and post long events. I try the manager and putting your mod up the list
cyano  [author] Jun 10, 2019 @ 10:02am 
That's quite a collection. You might want to check out Fluffy's Mod Manager :)

I loaded up your entire mod setup and started a new game, but could not reproduce the issue. At least when insta-researching with development mode, all my pods appear and are available in the Misc menu, and can be constructed as expected.
Doesn't seem to matter where my mod is in the load order, either, but perhaps you could try moving it around to see if it helps. Are there any errors in your debug log regarding this?
Wish Granter Jun 9, 2019 @ 6:17pm 
Its a very long list so its maiby to long to type here: I set every mod I currently as favourite for you, maiby have a short look on my profile?
cyano  [author] Jun 9, 2019 @ 1:55pm 
What is "CE" - Combat Extended? I tried it, and it didn't seem to have any effect on my mod. I haven't come across this problem myself. What other mods do you have active?
Wish Granter Jun 9, 2019 @ 5:37am 
Same thing here. I am not able to build them. Maiby incompatible with CE?
__ May 31, 2019 @ 8:05pm 
For some reason, the transport pod 50 shows in the misc build tab but not the other two researchable pods, even after researching them
Flixie Apr 23, 2019 @ 4:40pm 
Thanks!
cyano  [author] Apr 23, 2019 @ 4:26pm 
If there's one thing I hate is cluttering menus with multiple versions of the same thing, which is why they are in a drop down menu. I won't be changing that. It is easy enough to modify the xml and do that yourself, though, if you wish.

@Flixie That error message looks to be a generic indication that some other mod may be interfering somehow. Apparently moving the affected mod (i.e. this one) up on the load order has cleared issues like these for some people.
Flixie Apr 21, 2019 @ 7:30am 
when i try to place any of the transport pods from this mod down as soon as the construction is done the transport pod vanishes. this is the error message in the log:

Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00366>
at (wrapper dynamic-method) RimWorld.Designator_Build.DesignateSingleCell_Patch1 (object,Verse.IntVec3) <0x00291>
at (wrapper dynamic-method) Verse.DesignatorManager.ProcessInputEvents_Patch1 (object) <0x00198>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Marads~Yuuka Apr 14, 2019 @ 3:23pm 
I don't see enough reason to have them in a single icon, specially because they stop showing for no reason.

Having icons for each tier on misc should be the best solution.
Reformed Automatan Apr 10, 2019 @ 6:12am 
No luck, its really wierd since I have used this mod before with no problems
cyano  [author] Apr 7, 2019 @ 12:37pm 
That's odd. Some other (pod) mod could interfere I suppose; check the debug log for errors. Could also try to move this mod up in the load order to see if that helps. Though that might then break whatever is interfering with this one.
Reformed Automatan Apr 7, 2019 @ 7:11am 
The adanced pods arent showing up in my build menu, the little ones are there and I can build them, but not the larger ones. I did the research. They wont even show up in development mode.
loki4321x3 Jan 28, 2019 @ 6:38pm 
I only found the B19 of Long Range Transportpods xD
Thx for that :)
cyano  [author] Jan 28, 2019 @ 12:24pm 
There's actually a couple of simple mods that do that already.
1. LongRangePodLauncher
2. Long Range Transport Pods
And with this you can also customize fuel usage:
Fuel Economy