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Stats are closer to the vanilla shuttle.
This version requires SRTS and since it has been already updated, I think my mod should work as is. No update is required.
Only for the sake of changing the version number maybe.
I was planning on doing this, but I have a feeling Oscar will do it himself in one of the next tiers for his mod.
And in addition, I haven't played Rimworld in a very long time and upgraded my PC, I'll have to set everything up again. Game, mods, and so on.
I can't promise I'll do it anytime soon.
Perhaps the guys on the SRTS team changed something, as a result of this mod now needs to be updated.
But I've been playing with SRTS and this version of the mod for quite some time (I prefer the standalone version), and I can't confirm it now - I'm on hiatus from playing Rimworld.
If this can be changed via an LUA edit, that would be appreciated as I'm happy to make the change on my end. Thanks!
You can load items from any map.
Just make a stockpile zone or designate a home area.
The game just needs to know what player actually owns items before adding them to the load list.
Carryall conflicts with SRTS, and possibly the standalone version of this mod too.
The reason may be this.
Not sure about Zepplin.
Just use it as a drop-pods.
Load the shuttle from the map, click "Launch", select a location. That's all. You can even launch it on the same map if you want to change locations or, for example, move something heavy through deep water or an impassable mountain.
Just remember to save, because sometimes stupid pilots land on the top of the mountain, and this causes the shuttle to crash with the complete loss of its contents, including passengers.
Zero.
No bombs for shuttles =)
I suspect that even if you do this yourself with xml edits, you will get various graphical artifacts when you try to bombard. Shuttles do not follow standard SRTS graphics settings with square and symmetrical ship textures.
So you may see distorted textures, or shuttles flying backwards, or upside down, or something like that.
As I thought, it was one of the technical files. "Manifest.xml" to be exact.
For some reason, the mod manager didn't like the mod's dependency list.
I had to remove everything from there, except for the identifier and mod version.
Also, just to give some info, I currently use 300+ mods, but yours is the only one that causes this weird problem. Not a criticism, but it's probable that something funky is happening your mod's way more than fluffy's.
I hope you find the problem when you have the time and happy holidays!
I think it's Fluffy's mod code(logic) that causes this problem.
Never used this thing as I prefer RimPy.
In any case, if some mod can just simply break the interface of the mod manager, this indicates that the author of the manager made a programming mistake somewhere.
You have to take into account the existence of such stupid users (like me) who may simply not know the formatting rules for files, and are capable of making mistakes =)
Thanks for the mod though! Miss using it.
Well, if you do not have this tab, then something is wrong with the SRTS mod. You should ask there, I suppose.
This mod doesn't add any tabs, it just uses the existing one from SRTS.
Or something may overwrites your build menu, like RIMMSqol.
Do you mean you don't have an SRTS tab at all or don't have shuttles in it?
Isn't anywhere in the architect menu. I saw you said it was moved to the SRTS tab but I don't have one of those despite having SRTS expanded
If you using "Pickup and Haul" mod, pawns can drag multiple items from different stacks to the stockpile zone at once (depending on their inventory capacity), but for loading into shuttle or drop pod only a single stack of items will be available at once (vanilla hauling AI). So, loading "from the map" will take much longer than loading "from the stockpile zone".
Same as drop pods.
Make a stockpile zone next to the shuttle so that the pawns move all things there (better), or mark the entire map as a home area (worse).
This is how game works - it just needs to know that things belong to the player before it will allow them to be loaded. Otherwise, you will have loot from all over the map on your list, including stone chunks and rotten animal corpses.
Do not use caravan mode. Use the "Launch" shortcut and move wherever you want.
Is there no way for me to load up animal / human bodies and or prisoners into the transport shuttles?
Animals must be inside the fence area. Or must be zoneable animals.
To load prisoners - they must be captured: be in a room with beds assigned to prisoners.
To load bodies, they must be in the stockpile area or in the home area.
Same rules as for drop-pods.
https://github.com/sumghai/Replimat/blob/master/Common/Defs/ResearchProjectDefs/ResearchProjects.xml
https://github.com/sumghai/MedPod/blob/master/Common/Defs/ResearchProjectDefs/ResearchProjects.xml
The MedPod research project will be moved 1 position down by the patch if you use both mods. So no more conflicts.
The other versions of the mod have also been updated (Standalone version even 1.3 version, if anyone is still using it).
But as far as I remember, the player can turn on the developer mode, and move the tab with the research project manually. I'm not sure how this will work exactly, because I haven't encountered such conflicts in my game yet.
Or maybe I should make a patch that will move the conflicting tab from your mod to somewhere else =)