RimWorld

RimWorld

Extended Cargo Pods
30 Comments
xkp92110(orick) May 31 @ 7:29am 
Loading In Progress has been incorporated as a vanilla feature in RW 1.5.4062.
but it doesn't work for this mod pod.
and plz add mod pod hotkeys for pod launcher.
MissCarbonheart May 3, 2024 @ 6:32am 
Is this going to be updated for 1.5?
discord9 Jun 1, 2023 @ 2:49am 
Is this compatible with "Reuse pods v1.4"?
Talos Apr 22, 2022 @ 10:46pm 
@Vrishnak92™ you can do it by yourself , go to your Steam Folder : Steam\steamapps\workshop\content\294100\1669682770\1.1\Defs\RecipeDefs , and change the config in the Recipe_Fuel.xml (edit with notepad)

1. <count>10</count> --> <count>any number you want</count>

2. <ECP_RocketFuel>5</ECP_RocketFuel> --> <ECP_RocketFuel> etc...</ECP_RocketFuel>

example <count>50</count> & <ECP_RocketFuel>25</ECP_RocketFuel>
Transfer 50 Fuel to 25 Rocket Fuel


BTW there is another same Config File in Steam\steamapps\workshop\content\294100\1669682770\Defs\RecipeDefs
but it didn't change so i just change both file to same config setting


and i dont know this (content\294100\1669682770) is the same for everyone , if not you might need to find it yourself (just search whole content folder with Preview.png and find the path )
Vrishnak92™ Aug 15, 2021 @ 11:04pm 
Perhaps a 50 -> 25 conversion rate?
Vrishnak92™ Aug 15, 2021 @ 11:03pm 
Would you be willing to increase the conversion amount? Getting only 5 fuel per go is an extremely slow process when the bio-refineries cannot be supported with toolboxes
Demonlord09 Jul 20, 2021 @ 1:40pm 
Needs an update for 1.3 and Ideology.
MajorSystemError Apr 13, 2021 @ 6:09pm 
Holy crap that was quick...Thanks!
MattDaJoo  [author] Apr 13, 2021 @ 1:55pm 
@MajorSystemError The fuel texture issue should now be fixed.
MajorSystemError Apr 13, 2021 @ 5:02am 
Rocket fuel no longer has a sprite, a can of it is represented by a white square with a red question mark.
Lizy_Sticks Apr 20, 2020 @ 8:13am 
cant build your pods get son on gui error ?
MattDaJoo  [author] Feb 28, 2020 @ 7:32pm 
@Thundercraft As far as i understand, the LoadFolders.xml file is only required when your mod has different assemblies or xml definitions between versions. If there is no need to have different assemblies or definitions between Rimworld versions, you do not need to provide LoadFolders.xml or have version specific folders as Rimworld will still try and load the mod the same way it has in previous versions. ECP is simple enough that none of the major changes affected anything thus there was no need having multiple copies of the same file shipped in the mod for the versions of Rimworld.
Thundercraft Feb 28, 2020 @ 2:04am 
@ MattDaJoo [author]
If I may ask: What did you change to make it compatible with 1.1? I ask because, normally, mods that support both version 1.0 and 1.1 have a "LoadFolders.xml" file in the mod's root directory as well as separate folders for "1.1" and "1.0" (or, at least, a folder for "1.1"). But I find none of that in your updated mod.
fuzzzbutt Feb 27, 2020 @ 3:38am 
@MattDaJoo thanks, that is great news!!!
MattDaJoo  [author] Feb 26, 2020 @ 11:28pm 
@wookiepaw Yes, i will be updating to support 1.1 within the next hour. Life got busy and i cant dedicate as much time to adding content on the mod, but i will try and make an effort to update what it already has to work with the latest version of rimworld, even if it may take a few days to get there.

@thundercraft the primary goad was to add tiered cargo pods, but there was some plans for weaponizing the pods by filling with explosives and fuel, then doing a long range ICBM with a cargo pod, but life became busy and plans got put on hold for the time being. As for the compatibility, most of what i am adding is based off of vanilla, be it fuel costs, materials cost, power output, etc. I prefer to leave it to the player to choose if they want to use all or some of the content within the mod, and since it is mostly using vanilla code and logic to operate, just with some custom structures, textures, and values tweaked in what i think is a logical and balanced manner.
fuzzzbutt Feb 26, 2020 @ 9:44pm 
Is there going to be an update to 1.1? I find this mod extremely helpful
Thundercraft Jan 10, 2020 @ 7:15pm 
Sounds interesting. But it sure would be nice to know more about what this mod adds. I know that some players refuse to install a mod without knowing what it does.

Also, I know that I'm not the only one that would prefer it if the Cargo Pods portion was kept as a separate mod from the power generation and weapons.

Consider that there are already a bunch of different transport pod mods, as well as various power generation mods and weapons mods. Some of these mods are incompatible with each other and a number are redundant if several are installed.

For instance, those who use Combat Extended might be interested in your Cargo Pods, but can't use this if it is bundled together with weapons (without CE support) because they would not be compatible.
Spartan007 Jul 26, 2019 @ 4:05am 
what exactly does weaponry mean Oo ?
Mathus Jun 28, 2019 @ 6:17am 
@mattDaJoo i did at the time, but i have since done the same thing as kmcl11 other mods where disabled/removed and same result. this also happens with the other cargo pod mod. not sure if thats related or what but yeah, i ended up removing all cargo pod related mods :(
kmcl11 Jun 7, 2019 @ 8:52pm 
Hi, I am having the same problem as @Inquisitor80. I thought it was a mod conflict so I disabled the other two transport pod mods I had, and it still doesn't work. I can make rocket fuel, but when I try to build a pod launcher it vanishes.
MattDaJoo  [author] Jun 7, 2019 @ 3:33pm 
@Lu This should be compatible with the latest version of RimWorld.

@Inquisitor80 Sorry for the delayed response, life gets busy from time to time. I have not been able to reproduce your issue. Do you have any other mods installed that may modify or change how the pods work or how things are built in the game? I feel like the issue may be more a mod conflict than a bug.
Lu Jun 5, 2019 @ 6:43pm 
Quick question. Is this compatible with the latest version of Rimworld?
Mathus May 21, 2019 @ 4:14pm 
i'm having an issue where i build the pods or launchers and they just vanish the instant the work is completed. not invisibile, just gone
MattDaJoo  [author] May 21, 2019 @ 9:18am 
You cannot land in the ocean with my mod. The extended pods operate exactly as the vanilla does, except that they can carry more capacity, and launchers can launch further distance.
Davin May 15, 2019 @ 9:43am 
I've been looking for a mod that allows you to launch pods into the ocean. Is that featured in this mod?
MattDaJoo  [author] Mar 23, 2019 @ 4:42pm 
@Jaxx - pshoooo Life has gotten a bit busy so I could not get too deep into adding the things I want. The compat between Rimefeller and ECP would probably be easier to have implemented on Rimefeller's side since it already does so with the vanilla pod launcher.
Jaxx - pshoooo Mar 11, 2019 @ 5:57pm 
aahhhh ok. cool. it's just a convenience change for mod compat, but i'm happy to wait :)
MattDaJoo  [author] Mar 11, 2019 @ 3:58pm 
I can look into it, but I am currently restructuring the mod a bit in research and add more uses for rocket fuel.
Jaxx - pshoooo Mar 9, 2019 @ 10:58pm 
would it be possible to add compatibility for Rimefeller? it's not required to, but, it allows you to pump fuel directly into the launchers for convenience, and with the size of these ones added, it would make it much more convenient.
Jaxx - pshoooo Mar 3, 2019 @ 8:49pm 
always happy to have more transport pod options! :)