RimWorld

RimWorld

Transport Shuttle 1.4 and 1.5
77 Comments
The Memphis Mar 9 @ 3:15pm 
There is a MASSIVE issue with this mod in that if raiding a base/landing somewhere with an option at edge/center with 2 shuttles then theres a possibility their landing zones overlap, even slightly and it will destroy one. VERY VERY annyoing when you hit "land at center" to help an ally with your massive militia, then one of your shuttles is deleted.
Azazellz  [author] Jul 23, 2024 @ 8:43pm 
How do these compare to the different ships in SRTS?

Stats are closer to the vanilla shuttle.
Jdawg Jul 23, 2024 @ 9:48am 
How do these compare to the different ships in SRTS?
Azazellz  [author] May 1, 2024 @ 2:03am 
Updated.
Draxiss May 1, 2024 @ 1:16am 
I would appreciate a version number update so I get one less error.
Azazellz  [author] Apr 17, 2024 @ 7:55am 
@crafty1983
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.
crafty1983 Apr 17, 2024 @ 5:07am 
1.5 update?
Azazellz  [author] Oct 26, 2023 @ 4:39pm 
Any possibility of this mod one day transitioning to use the Vehicle Framework instead of SRTS?
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.
Coolchilion Oct 26, 2023 @ 12:19pm 
Any possibility of this mod one day transitioning to use the Vehicle Framework instead of SRTS?
Kelarius May 15, 2023 @ 8:01am 
@Azazellz -- Ok, thanks a lot! This is my first colony since 1.4 (I had waited a while for mod updates), so I am not sure if the other SRTS ships have changed behavior; was going off of memory from 1.3. I'll test them now with dev mode. Appreciate the quick response.
Azazellz  [author] May 15, 2023 @ 7:49am 
Initially it should work exactly that way - only things from your stockpile zones and home area should be available for loading.

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.
Kelarius May 15, 2023 @ 6:21am 
Is it possible to change the loading screen so that, similar to caravans (and I think SRTS normally is like this) the item list only includes things that are in the home zone? When I try to load the shuttle for trading runs, it populates the list with everything on the map, which is very cluttered and hard to tell what is in my stockpile versus not.

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!
Azazellz  [author] May 2, 2023 @ 5:53am 
hey u can't grab items into tu the shuttle after makin a raif for example. u need to form caravan without it and the combine it
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.
finn May 2, 2023 @ 4:45am 
hey u can't grab items into tu the shuttle after makin a raif for example. u need to form caravan without it and the combine it
Azazellz  [author] Feb 22, 2023 @ 2:08am 
I can use the Zepplin mod and the Carryall just fine but the SRTS stuff doesn't seem to wanna work

Carryall conflicts with SRTS, and possibly the standalone version of this mod too.
The reason may be this.
Not sure about Zepplin.
Terisu Feb 21, 2023 @ 8:27pm 
Unsure if I'm the only one with this issue, but for some reason I can't use any of the shuttles- I'll click on a site to launch, drop at edge, and instead of launching, it just dupes the shuttle into its own inventory multiple times- upon canceling, all the duped shuttles get scattered around the original one- Are there any known incompatibilities? I can use the Zepplin mod and the Carryall just fine but the SRTS stuff doesn't seem to wanna work
tily_lass Jan 28, 2023 @ 12:12pm 
oooh, thank you so much =)
Azazellz  [author] Jan 27, 2023 @ 6:30pm 
is it possible to use these to go to quest locations? like.. i have finally gotten to this level of tech and i am confused as to how to actually use them to go places

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.
tily_lass Jan 27, 2023 @ 4:58pm 
is it possible to use these to go to quest locations? like.. i have finally gotten to this level of tech and i am confused as to how to actually use them to go places
Lolokth Jan 20, 2023 @ 11:48am 
I think that the "gain the rank of knight and get a free shuttle" from my royal shuttle mod was pretty cool.
Brutha Stonicus Jan 19, 2023 @ 2:44pm 
Ahh.. Thanks for the reply!
Azazellz  [author] Jan 12, 2023 @ 11:42am 
but what are the chances of the drone having bombing capabilities?

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.
Brutha Stonicus Jan 12, 2023 @ 11:12am 
Hey, I know it sounds kinda dumb and over powered but what are the chances of the drone having bombing capabilities? Absolute boss of a mod by the way!
Azazellz  [author] Dec 29, 2022 @ 10:34am 
Updated.

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.
Jocko Dec 29, 2022 @ 9:49am 
Oh @Azazellz, don't worry. You modders are awesome people that want to make the game even better than it is, so the least we can do is be patient.

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!
kn007 Dec 29, 2022 @ 7:09am 
Just a notice, your mod is great.
I think it's Fluffy's mod code(logic) that causes this problem.
Azazellz  [author] Dec 29, 2022 @ 1:17am 
I'll see what can be done here.
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 =)
Jocko Dec 28, 2022 @ 12:06pm 
I can confirm what @kn007 is saying. This mod is breaking Fluffy's Mod Manager UI. It's easy to reproduce, as you just need both on to see the problem.

Thanks for the mod though! Miss using it.
kn007 Dec 27, 2022 @ 11:19am 
notice: this mod will be broken Fluffy's Mod Manager UI
pickpickpickpickpickpickpickpick Dec 23, 2022 @ 6:05pm 
He's probably using the old version of SRTS
Azazellz  [author] Dec 14, 2022 @ 8:05pm 
I don't have an SRTS tab at all

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.
Porcyon Dec 14, 2022 @ 6:33pm 
I don't have an SRTS tab at all
Azazellz  [author] Dec 13, 2022 @ 4:17pm 
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

Do you mean you don't have an SRTS tab at all or don't have shuttles in it?
Porcyon Dec 12, 2022 @ 7:55pm 
Hi, just researched the transport shuttle tech for the first time and can't figure out how to build 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
mo123567 Dec 11, 2022 @ 6:44am 
OK. That makes sense. Thanks again for answering my questions.
Azazellz  [author] Dec 11, 2022 @ 6:21am 
What is the issue with marking the whole map as a home area?

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".
mo123567 Dec 10, 2022 @ 6:13pm 
Thanks. I think I would prefer to have loot from all over the map in my list like when forming non modded caravans. It's easy to choose what I want. If I get out of a rough battle and have people who need medical attention, I don't want to wait for them to move items around. What is the issue with marking the whole map as a home area?
Azazellz  [author] Dec 10, 2022 @ 4:00am 
Hello, I have another question.

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.
mo123567 Dec 9, 2022 @ 10:38pm 
Hello, I have another question. I used a shuttle to go to a hostile map for a quest. After defeating the enemies. I could not find a way to load loot from the map into the shuttle. The items do not show up in the shuttle load interface, only my colonists do. From the world map I can load the items using reform caravan but the shuttle itself show up as an item as well and it appears that my people will have to walk while carrying the shuttle which is too heavy.
Dewa Dec 9, 2022 @ 7:04am 
ohh i see, thanks
mo123567 Dec 9, 2022 @ 6:09am 
Thank you, I got it now.
Azazellz  [author] Dec 9, 2022 @ 5:49am 
There is no way to return to my colony due to exceeding the weight limit. Am I missing something or are these shuttles not meant to be used for trade?

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.
Dewa Dec 9, 2022 @ 3:38am 
Is there no way for me to load up animal / human bodies and or prisoners into the transport shuttles?
mo123567 Dec 9, 2022 @ 2:16am 
I tried to use the transport shuttle to trade with another village but as soon as I land, my weight increases by way more than it was when I left my colony. I think it includes the weight of the shuttle. There is no way to return to my colony due to exceeding the weight limit. Am I missing something or are these shuttles not meant to be used for trade?
Wisp Dec 1, 2022 @ 12:44pm 
Thank you for your work towards amending this issue, @Azazellz! We appreciate your persistent effort to update and make the modded gameplay experience seamless!
Azazellz  [author] Dec 1, 2022 @ 10:39am 
@sumghai - I hope that another position below (right above the basic shipbuilding project) there are no other research projects of yours with which a conflict is possible?
sumghai Dec 1, 2022 @ 9:26am 
@Azazella - Sorry, but by moving MedPod down, you just broke compatibility with my other mod Replimat, as the corresponding Replimat research already occupies the same position as where you're moving the MedPod research down to.
Azazellz  [author] Dec 1, 2022 @ 9:13am 
Updated.

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).
Azazellz  [author] Dec 1, 2022 @ 5:35am 
@sumghai - I know about this bug because it was previously reported, but I don't want to change the position of the research project because it fits perfectly where it is now.

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 =)