RimWorld

RimWorld

Transport Shuttle Standalone
348 Comments
RRSN Jun 17 @ 5:54am 
1.6 plz:steamhappy:
Scout Gaming Jun 14 @ 2:08am 
o7
Azazellz  [author] May 19 @ 2:26am 
when I created the caravan
It doesn't work with caravans like it does in VVE.
It's a mobile drop pod.
Your pawns have to load items into shuttle manually.
Forgotten Heaven May 18 @ 1:14pm 
"Display All Items" not working, even if is "ON", I just cleared an area and when I created the caravan with the ship, only pieces of rock appear, not the objects lying on the ground.
Azazellz  [author] May 10 @ 5:00am 
and they all instantly died upon arival?
If the shuttle lands on a tile with a thick rock roof - it's destroyed.
Consider that your pilot was dumb enough to crash =)

This is impossible to fix with my skill level, unfortunately.
GEORGEBUILDER May 9 @ 11:00am 
just used it agian and it works fine now??
GEORGEBUILDER May 9 @ 10:55am 
um so i got my pawns in a shuttle and sent them to a emi dynamo and they all instantly died upon arival?
Farbott May 1 @ 11:41pm 
god DAMNIT i keep missing these
Azazellz  [author] May 1 @ 6:02pm 
@Farbott
There's one here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3328968709
Some balance issues from my point of view, but otherwise quite a good mod.

I'm assuming people are waiting for Imperial Vehicles from Oscar. There's supposed to be shuttles (and more).
Farbott May 1 @ 9:33am 
I'm surprised nobody has made a vehicles expanded version of shuttles, its THE base game vehicle lol
月空 Apr 10 @ 9:03pm 
But the boat can be unloaded and transported which is a good design for convenience
月空 Apr 10 @ 9:02pm 
It is not possible to supplement the loading of the goods after loading, which is not very convenient
Azazellz  [author] Mar 22 @ 9:20am 
@dfdffish
I'm using this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2130184293
And I can't recall such a problem, to be honest.

I haven't played with my shuttles in quite a while though, since Anomaly's release or so.
Then there was Medieval, and then an Industrial colony that used helicopters.
And then I lost interest.
dfdffish Mar 22 @ 9:11am 
@Azazellz Yeah but colonists should only lose ownership when sleep on a bed outside of colony right? I use Sensible Bed Ownership to solve this.

The issue is the moment colonist return and get out of shuttle, they lose their bed ownership immediately, no matter whether they slept outside.

I don't know, might be some conflicts on my end. You can try reproduce that if you want. :/
Azazellz  [author] Mar 22 @ 2:23am 
@dfdffish
Isn't that a vanilla feature? I remember there's a mod in the Workshop that prevents this.

@CurryMan
Me neither. Not enough information.
Try enabling the devmod and see if any errors appear.
Also check for conflicting mods.
CurryMan Mar 21 @ 11:13pm 
everytime I craft one of the shuttles, they just disappear. and I dont know why
dfdffish Mar 21 @ 9:13pm 
Colonists lose their bed ownership when return home and get out of shuttle.
Azazellz  [author] Mar 16 @ 10:02pm 
@Citrix
Hmm. That's weird. I've never encountered anything like this before.
I don't think I can fix it...
Citrix Mar 16 @ 12:51pm 
No, I mean, the map isn't even generated. On the world map, they arrive at the location I send them to, but no map is generated. In the top left corner, it simply says "The cargo was lost because there were no pawns on the ship." Even though my best pawns were on the ship.
Azazellz  [author] Mar 15 @ 11:33am 
@Citrix
It usually happens when the shuttle lands on solid rock roof.
I'm not sure there is a fix for that.
Citrix Mar 15 @ 11:23am 
Sometimes when I land somewhere with my pawns in the ship, the ship and my pawns simply disappear. It then says that the things disappeared because there were no pawns in it. What could be causing this? Does anyone know what this is?
Mobbin25 Mar 11 @ 12:24am 
Thanks for the advice ^^
Azazellz  [author] Mar 9 @ 3:18am 
@Mobbin25
It may be possible, I just don't know how to do it.
The major part of the code that is responsible for running the mod isn't written by me.

There is another shuttle mod that can even be upgraded, based on Vehicle Framework. You can give it a try. Although from my point of view fuel consumption is not very well configured there with some upgrades.
Or you can just use VVE helicopters.They're very cool and useful too, especially from Tier 3.
Mobbin25 Mar 9 @ 1:21am 
Since under 1.5 vanilla Transport Pods allow to change their cargo without compleatly unloading them first, would it be possible to make the transport shuttles of this mod work the same way? I love everything about this mod exept that their loading mechanics work like it did for Transport Pods pre 1.5.

I completely understand if it's not possible. I just figured that asking wouldn't hurt. ^^
StarFruit692093 Feb 8 @ 11:24am 
I can't use the spawn thing debug using this mod
Azazellz  [author] Jan 1 @ 7:10pm 
can i re fuel while in another settlement?
Yes. If you have chemfuel in your shuttle inventory.
Cheeks McClapperson Jan 1 @ 3:59pm 
can i re fuel while in another settlement?
Azazellz  [author] Dec 22, 2024 @ 5:06am 
a little annoying i cant put people ive captured on the shuttle
It should work if you have captured them correctly - i.e. they are in a "prison" - a room with beds defined for prisoners.
Ranger With a Big Iron Dec 22, 2024 @ 1:29am 
pretty cool so far but its a little annoying i cant put people ive captured on the shuttle
artyxxx Dec 12, 2024 @ 5:00am 
к сожалению в связке с модом на контракты работает не коректно, когда врилетаешь к поселению с добычей и нажимаешь выполнить контракт, то месте с добычей пропадает челнок.
Azazellz  [author] Dec 5, 2024 @ 12:25am 
feature where the use of shuttles has the chance to attract raiders?
Impossible.
That's a lot for me to handle with my zero knowledge of programming =)

Even the guys from VE team didn't make the air caravans attract more attention (yet).
And there are some very experienced people there.
Klanko Mantard Dec 4, 2024 @ 6:58pm 
this may sound stupid, but to balance this, could you add an optionable feature where the use of shuttles has the chance to attract raiders?
JerrBear888 Nov 2, 2024 @ 7:59pm 
gotta say this is now my favourite shuttle to use for long range scanner mining sites.
when shuttle lands back home it'll drop everything (and colonist) down, said colonist instantly start to haul everything away.
I just dig a 1 tile hole through my steel roof landing zone so shuttle lands spot on everytime. 5/5
sas_zar Oct 27, 2024 @ 1:17am 
Azazellz [author]

>> All the main code is written by the SRTS team, I just used it.


You can fix the loading of things yourself, but there will be some bug with loading people.
Everything will work, but the pawn will disappear from the list of suggested items after being assigned to loading.

In the file that lies in the Core mod:

"GameFolder>\Data\Core\Defs\ThingDefs_Buildings\Buildings_Misc.xml"

Look for strings:

<Thing Def ParentName="BuildingBase">
<defName>TransportPod</defName>
....
<comps>
<li Class="CompProperties_Transporter">
...
<canChawangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
</li>
...
</comps>
All you need from there is a string:

<canChawangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
Add this line to your mod files:

\Buildings_MechanitorShip.xml
\Buildings_TransportShuttle.xml
Ayruwi Oct 25, 2024 @ 6:57am 
Thanks for this! Tho is it possible to have an option for items to stay in shuttles upon landing? Kind of hassle to reload them when doing multiple stops. Also an option to add more things to shuttle after setting the initial item loading if possible
Blotto Oct 20, 2024 @ 7:25am 
Hello I would like to ask if it is possible to remove the need for a blueprint for crafting?
man_of_belief Oct 9, 2024 @ 8:41pm 
´;︵;`
Azazellz  [author] Oct 8, 2024 @ 1:48pm 
1.5's "set to load" function does not work at this mod. can you check it please?

Unfortunately, I have no idea how to do this.
All the main code is written by the SRTS team, I just used it.
man_of_belief Oct 8, 2024 @ 3:57am 
1.5's "set to load" function does not work at this mod. can you check it please?
Kporal Oct 6, 2024 @ 7:52pm 
ok thank you
Azazellz  [author] Oct 6, 2024 @ 1:06pm 
it's about prisonner, can't get them to my base :/
Prisoners must first be "arrested".
I.e. placed in a room with a bed designated for prisoners.

creating a home area
Stockpile zones works too
Kporal Oct 6, 2024 @ 10:35am 
I enjoy the mod but got 2 problem, the first one, after cleaning an area the list don't show item to get back to the base ( issue partially solved by creating a home area, wich will list item ) but the second can't be solved like that, it's about prisonner, can't get them to my base :/
Azazellz  [author] Sep 18, 2024 @ 12:59am 
For some reason my Constructoid's are ignoring the ship, and my lone Mechanitor's skill is too low to build it himself.

Back in 1.4 it worked, as I recall...
I'm not sure what could be the cause here.
DeeHasApples Sep 17, 2024 @ 11:03pm 
For some reason my Constructoid's are ignoring the ship, and my lone Mechanitor's skill is too low to build it himself.
Syok (You) Sep 17, 2024 @ 8:34am 
If someone makes it so colonists will gain 'sleep' when loaded into a shuttle, i'll donate €10 to charity.
Azazellz  [author] Sep 13, 2024 @ 10:37pm 
why cant i add items to the ship after attacking a site?
The shuttle works as a Drop Pod. If you don't have mods, the items available for loading are taken from the stockpile zones, and from the home area.

If you want to load something - either make a temporary stockpile zone (preferably near the shuttle), and let your pawns move the items there first.
Or just make the entire map a home area. This will work too.
FeelTheRush12 Sep 13, 2024 @ 1:51pm 
i see how it works now i guess you land your ship beside a site and split a caravan but requires you to have at least 1 person to guard the ship while the other caravan goes to site.
FeelTheRush12 Sep 13, 2024 @ 1:43pm 
why cant i add items to the ship after attacking a site? my item tab is empty or cannot manually add my spoils of war to the ship to gtfo the area.